Breaking Down D&D - Ability Scores: Strength
Understanding Strength: What it Is, Why it is Useful, and How to Use it Better in 5e/5.5e, OSE/OSR, Pathfinder, and other TTRPGs
by Chris@Dragon Sol
Note: while the title calls out D&D, this article generally applies to any 5e/5.5e variant, Old School Renaissance/Revival variant (OSE/OSR), Pathfinder/Starfinder, or other Tabletop Role-playing Game (TTRPG) that uses the core ability scores.
See this article for more on the core TTRPG ability scores.
What is Strength?
Strength is all about how much physical force a character can bring to bear in a given situation. It reflects how much someone can lift and carry, how hard they hit, how easily they can break or move things, how well they can shove or grapple others, and represents one aspect of how physically fit they are (combined with Constitution).
Strength, as a player ability, is defined as having to do with the musculoskeletal system. It represents the intensity of physical force one’s body can exert. This can be expressed in:
- Lifting and carrying capacity
- Throwing distance
- The force of a strike
- Swimming and climbing ability
- Grip strength
- Athletic prowess
- Sustained speed (in combination with Dexterity)
- Accuracy of thrown objects (in combination with Dexterity)
- A character’s physique and muscle tone
Typical in-game uses for Strength are:
- Melee attack and damage modifiers
- Lifting and carrying capacity, related to encumbrance
- Breaking things (like locks, doors, and chests)
- Pushing yourself or others through tight openings
- Distance/Height for jumping and throwing things
- Holding up heavy things
- Holding on to things
- Athletic endeavors
- Performing feats of strength
It is primarily used for melee character classes who like to get up close and personal, engage in fisticuffs, or use heavy weapons and is a primary stat for:
- Barbarians
- Fighters
- Paladins
How is Strength Used?
In 5e/5.5e (and similarly in PF2e) the Strength Ability Score modifier is a bonus to Attack with melee weapons (including an unarmed strike) and to Damage with said weapons. The modifier is calculated at (XStr -10)/2 and rounded down. Therefore a 10 or 11 has a modifier of 0, a 16-17 a modifier of +3, and a 6-7 a modifier of -2. The modifier is applied to the die roll for the action (Attack or Damage). Some weapons and armor also have a minimum Strength requirement to wield/wear.
By the 5e rules, a PC can carry 15 times the Strength score and drag, push, or lift 30 times the Strength score. Carrying capacity is also used to determine encumbrance. Note: not all game tables track encumbrance.
Strength is commonly used with the Athletics skill, when grappling or other physical contests with an opponent, and when trying to break things. These actions are usually determined with an Ability roll against a target DC or a contest against another PC or NPC where both roll a d20 and add their modifiers to determine who wins.
In 5e/5.5e Strength is capped at 20 (22 in PF2e) for PCs with an exception for magical boosts. Creatures and the divine can go up to 30.
But What Does That Mean?
Here’s a general breakdown of the Strength score, by modifier.
Strength Score (Modifier) | Max Lift/Max Carry | Explanation
1 (–5) | 30/15 lbs. | So weak you can barely get out of bed by yourself. Trouble lifting your own limbs.
2-3 (–4) | 60-90/30-45 lbs. | Difficulty standing on your own. Easily knocked over, even by someone breathing hard.
4-5 (–3) | 120-150/60-75 lbs. | Easy to be knocked over. You can even throw yourself off balance by carrying, using, or swinging something heavy.
6-7 (–2) | 180-210/90-105 lbs. | If your legs didn’t work you couldn’t carry yourself. Hard to move objects of your own weight.
8-9 (–1) | 240-270/120-135 lbs. | Lifting heavy objects is still out of reach and you can almost do a pullup.
10-11 (0) | 300-330/150-165 lbs. | Average strength. Can lift your own weight for a short period.
12-13 (+1) | 360-390/180-195 lbs. | Can carry a heavy object a short distance.
14-15 (+2) | 420-450/210-235 lbs. | Athletic build. Strong and able.
16-17 (+3) | 480-510/240-255 lbs. | Burley and brawny. A hard worker carrying heavy objects with ease.
18-19 (+4) | 540-570/270-285 lbs. | A personal wrecking ball. Capable of breaking things with nothing but your hands.
20 (+5) | 600/300 lbs. | Peak of normal human performance. Can wrestle large animals, catch someone who is falling, or carry heavy objects for long durations.
The elderly, the feeble, and small children have strength scores in the 1-6 range. Professional athletes and first responders like firefighters have strength in the 14-18 range.
With a rigid reading of the rules one might conclude that the scaling of the Strength score is problematic. If a human can peak at 20 and an Ancient Red Dragon has a Strength of 30 then that means a creature of legend and gargantuan size can only pick up 300 more pounds than a human. That wouldn’t even equate to their own body weight. Bulls would need a strength score of over 70 to lift themselves.
But let's talk about lifting bulls for a moment. Milo of Croton was a 6th-century BCE wrestler in Grecian antiquity. Legends of his feats of strength abound. One says he started lifting and carrying a newborn calf. He did this everyday until the bull was four years old. He then carried the bull on his shoulders to be slaughtered and then consumed the bull in one day. A four year old bull weighs 2,200 lbs. To carry one requires a Strength score of 74.
While we can attribute this to legend, it does illustrate that the strength scores of monsters between 21 and 30 do not follow the same rules for carrying and lifting or other feats of strength. The score establishes a modifier that keeps the monster within a challengeable reach of the players. Creatures do not follow the same rules as players as they are under the purview of the GM. In fact there really aren’t any rules for this. It is all up to the GM’s discretion. D&D isn’t a war game. Things are not equal. It’d be boring if they were.
What about feats of strength that are not obfuscated by legend, but verified as fact. Hafthor Bjornsson, one of the strongest men the world will ever see, set a world record for the deadlift at 1,104 lbs. That’s a Strength score of 37. Well, not exactly.
A deadlift like this is a “Feat of Strength” not a normal lift as referred to in the rules. The lift and carry rule is about what someone can regularly do, not what someone can do under extreme circumstances. That can be handled with a different mechanic, but we’ll get to that later.
Another way to look at strength is by your grip and how long you can hang. The movies make it seem like normal people can hang on to something for a long time without plunging to their death. In reality very few people can hang for more than a few seconds. An average adult can hang by two hands for only about 10 seconds. With practice and strength training you can increase this, with most able to dead hang a full minute or more. Expert rock climbers take things to another level that doesn’t seem human. So if the average human has a strength of 10-11 and can only hang for a few seconds we can envision the strength score minus 10 equaling the number of seconds times 10 someone can hang. So a Strength of 11 would yield (11Str - 10)10 = 10 seconds while a 16 (an impressively strong individual) can hang for a full minute, (16Str - 10)10 = 60 seconds. Higher strength scores are rarer and become almost inhuman in their abilities, much like watching an expert rock climber scale a wall as if gravity isn’t a real thing.
This brings up the subject of the different aspects of strength. If we have a rock climber with an incredible grip strength, then they are able to support their own body weight for long durations without fatigue. But they most likely cannot deadlift 500 lbs. Whereas a powerlifter could deadlift 500 lbs. repeatedly yet they would most likely struggle to hang by their hands for more than half a moment. You can use this to inform your role playing.
Roleplaying Strength
Character Development
Consider the character's physical build along with their strength score. Are they buff or wiry? Are they small and compact or built like a freight train? A kung fu master has a different type of strength compared to a body builder. They both may have a Strength score of 20 but their power is delivered differently. The kung fu master will deliver a strike with speed, precision, and muscles as hard as iron so that every ounce of force is transferred to the opponent through a small contact point. The humongous bodybuilder will overwhelm their opponent with pure muscle mass.
Consider how your character’s strength is used. Can they perform feats of strength that marvel onlookers or are they small with an incredible strength-to-weight ratio? A halfling with a strength of 20 is not Hercules. Don’t play them as if they can lift the entire stable on their own.
Does your character rely on their strength or do they avoid using it if at all possible? Do they realize how strong they are to begin with? This all plays into the mentality of the character and helps you determine, “What would my character do?”
Inversely, is your character weak? How weak? How has this affected them in life? Has it scarred them or are they well-adjusted? Are they jealous or spiteful of others' strengths or do they seek to surround themselves with strength that they can control? Do they have a strong protector or have they developed other skills to make strength meaningless in their life.
Once you’ve determined how your character exhibits, relies on, and utilizes strength, lean into it to inform their actions and reactions.
Combat & Mechanics
From a mechanics stand point you can use the dice to help you roleplay. When rolling for an Ability check or Strength contest you can use the difference between your roll and the DC or other roll to inform your roleplay.
When the numbers are close then the contest is close. A margin of 1-2 points and you just eked out a win arm wrestling or almost pulled that grate open on a loss. You felt it start to give, but just couldn’t manage it. Play it with a bit of humility or false bravado to cover up how close it was.
If the margin is around 5 it was a clear victory or defeat. You can attempt humility or gloat.
If the margin was approaching 10 or more then it wasn’t even a contest. The door came off its hinges and you are left holding it by the handle. The loser of the wrestling match probably has a significant injury. You can play it off as breaking something (even someone's face) or almost breaking something, catching yourself at the last moment.
The margin of success isn’t a mechanic in the core rules of 5e (though it is used in Pathfinder). You can use it to inform your roleplay or you can use it (with your GMs agreement) to affect the narrative, perhaps with a mechanical advantage. This is similar in concept to critical hits (critical fails as well if you play with that option). A great success may give you advantage in some way or impose disadvantage. It may give you some extra throwing distance, allow you to land that long jump more impressively, or carry your punch through to the guy behind your target. It is another way to enjoy the roll of the dice. But it is not part of the core rules and in some cases can imbalance the game, so allow you GM discretion to say no in any given situation.
Even without the dice, the value of your Strength modifier and your proficiency modifier tell you how you hit in combat. The larger the value the more impressive the hit. A large Strength modifier describes how forceful the attack is. The proficiency modifier describes how competent and accurate the Attack is. The damage roll, when high (especially with a high Strength modifier) illustrates how viscous the hit is.
Additionally, you don’t have to take any or all of your Strength modifier on Attack or Damage rolls. You can “pull your punches” and not use all of your strength during a fight. This can be telegraphed or done deceptively as the case warrants.
Social Encounters
Strength, especially extreme strength or weakness, should be addressed during social encounters because it directly influences how the character is viewed by NPCs. There aren’t that many people with the physique of a Greek god. People will notice that and act accordingly, especially if they have an imposing presence and take up half of the room. Some will take notice of physically weak PCs as well. They may try to intimidate and control these PCs or they may see them as needing help and protection.
Exploration
When engaged in the exploration pillar Strength plays a key role in moving things, often obstacles in the path. It also determines a character’s encumbrance and can play into their exhaustion during forced marches and long treks. Of course a large person teeming with muscle may need to eat and drink more than others. And while some aspects of the journey may be insignificant, others may take more of a toll (all dependent on the type of strength the character possesses).
Building a Character with Strength
Strength is often considered a second tier ability score. It is not a primary ability like Dexterity or Wisdom (both of which are used excessively in Ability checks and Saving Throws in 5e) but it's not necessarily a dump stat in most character builds, though it can be. The problem stems from the base 5e mechanics not utilizing it for many skills (it is limited to Athletics), few abilities that come into play often in most games (jumping, climbing, etc.), and not often requiring a Saving Throw.
The primary mechanical use in 5e for Strength is to dish out damage in combat. Dishing out damage also requires someone to be able to absorb a lot of damage. True damage is a combination of damage-in vs. damage-out over how long you can stay in the fight. A strength based character can handle this with big weapons and thick armor.
If you are building a Strength based character consider leaning into the heavy weapon and heavy armor that is only available to higher Strength characters. While this isn’t the only way to go, if you want to be a heavy damage dealer this is a sure-fire method to accomplish it. Weapon fighting feats can further enhance damage output with a to-hit penalty. If you have a significant Strength modifier, the to-hit penalty becomes negligible.
Another benefit of a Strength based character is the pack mule or beast-of-burden. By the rules (5e) a PC can carry 15 times your Strength score (in pounds). So an average person (Strength 10) can carry 150 lbs. This seems realistic since most people have trouble carrying another full size person around. It is important to understand there is a difference between carrying and lifting. You can drag, push, and lift 30 times your Strength score. Lifting implies picking something up, but not moving it very far. PF2e uses a ‘Bulk’ rule to differentiate things that are difficult to carry and doesn’t equate directly to weight.
As previously discussed, the world’s strongest men can lift over 1,000 lbs. This would seem to represent a Strength score of over 37. A one time exertion of strength can be significantly higher than what can be carried and still allow for full movement (including dashing, jumping, and fighting). This is where a Strength DC comes into play, but not every DC should require a roll.
Lifting that stone slab off of the escape tunnel takes an impressive feat of Strength. Lifting the wooden table off of the trap door, not quite so much. Lifting the stone slab may be a DC 25 or even DC 30 activity. In this case there is a chance, based on the adrenaline pumping through the body, of performing such a herculean task. However, it wouldn’t be “nearly impossible” for Hercules. It might actually be nearly impossible for Hercules to NOT pick up the slab.
A Variant mechanic in the DMG shows how an ability score can be used as a gate check to represent what a PC (or creature for that matter) is normally capable of doing. And implementing this makes Strength a much more valuable ability in game.
Use the Strength based DC as a gate. If the character’s Strength score exceeds the DC by 5 then consider it an automatic success. Only require a roll for those activities whose DC is 5 more than the Strength score. If picking up the table over the trap door is “Easy” (DC 10) a Fighter with a Strength of 20 still has a 25% chance of failing while a Wizard with a Strength of 8 has a 45 chance of succeeding if rolled for. With the Variant mechanic the FIghter automatically succeeds. If you let the dice decide you may have an encounter where the hulking titan can’t move the table while the meek Wizard knocks it across the room.
Now, you can break it down to lifting capability and try to determine the weight of the table to see who can pick it up. And for something like a table that might be doable. That is if anyone has ever put a tavern table on a scale. And, let's be honest, when does any GM have the time for that nonsense. But when it comes to more esoteric elements where there is no real world counterpart then this method can easily be used to support the fantastical nature of the narrative. I mean, who really knows how much a unicorn weighs and whether or not the Barbarian can really throw it like a javelin.
Improving the Value of Strength
Consider 5e/5.5e and PF2e (and any other TTRPG for that matter) as collections of mechanics, and not all encompassing rule sets. They can easily be modified and tailored for your table. One of the easiest ways to make Strength a more valuable stat is to use it more. From a GM’s perspective if a player wants to play a strength based character, have more strength based conundrums to be solved. From a player’s perspective, if you want to play a strength based character then use strength to solve the conundrums before you. If strength is your greatest asset, wouldn’t you try to use it as much as you could? There’s no reason to wait for the GM to set you up for it.
Working Together and Group Ability Checks for Strength
There are rules for assisting on an Ability Check and for making a group Ability Check. When working together it is possible to give aid to someone else. This allows the person making the Ability Check to roll with advantage or some benefit. In a group check half or more of those making the check must succeed for the check to succeed. Neither of these represent situations associated with Strength based group actions.
Giving assistance on a check is more along the lines of giving some insight or knowledge so the PC making the check has a better chance of completing the task. Group checks represent something where the party must all do something to succeed, like sneaking through the alley together.
A Strength based group check represents everyone lifting together, or something like that. In these situations everyone adds something to the success. If the DC is 30 it may be mechanically impossible for one PC to lift it. But 5, that’s another story. There are a couple of possible mechanics to address these situations.
First, you could add all of the Strength modifiers together to the roll, ignoring negative modifiers (or even a minimum of +1). This shows how each PC’s strength contributes to the effort.
That works most of the time, but there are cases where even a group of weak PCs (with negative modifiers) can lift heavier things. An alternative to the cumulative modifier is to allow everyone assisting to add +2 to the roll, +2 or their Strength modifier (whichever is greater), or a 1d4 to the roll. Of course you should take the opportunity to describe the creative way your character is assisting. TTRPGs aren’t just number games after all. From a GM’s perspective, consider only allowing players to aid if they come up with a creative way their character actually does it. And don’t allow the same thing twice.
You can also consider including multiple proficiency modifiers to a check if a relevant skill applies. Speaking of skills…
Applying Strength to Other Skills
One way to improve the value of Strength is by an application of Skills. 5e/PF2e rules call for Ability checks when a PC is not guaranteed a success. If a certain skill applies to the action then the proficiency with that skill can be added to the Ability check. This leads to the association of Skills to one, and only one, Ability. A Variant 5e rule, “Skills with Different Abilities”, can allow for what is essentially a Skill check.
Normally the GM calls for an Ability check modified by a Skill, like Wisdom (Perception), to determine the outcome of the interaction within the game world. The Variant rule turns that around. Instead of a Wisdom based check for Perception the GM can ask for an Intelligence based check for Perception. In this case, knowledge of a pattern or expected outcome can help the PC perceive the clue, or something like that.
From a roleplay perspective, the player can capitalize on this (with agreement by the GM) to play their character with a Strength-is-the-Solution mentality. When a check is required the player should propose a strength-based action that could succeed. It will be up to the GM to determine if it is a reasonable and acceptable attempt. Then the Skill check can be rolled with the Variant Ability used. Some examples of Variant Strength/Skill combinations and their resolution actions are provided below.
| Ability | Skill | Action Example |
|---|---|---|
| Strength | Athletics | Standard Combination - Physical exertion (e.g. climbing, running, jumping). |
| Strength | Acrobatics | When performing acrobatics with another person or hanging on to things as you swing around, like Errol Flynn (swinging on a chandelier, riding a knife down a sail, sailing across the room while holding onto a rope with a counter weight). |
| Strength | Sleight of Hand | Concealing or planting something heavy. |
| Strength | Stealth | Climbing a wall to reach the 2nd story window. |
| Strength | Arcana | Absorb/interact with arcane energy without negative effects. |
| Strength | History | Knowledge of famous feats of strength or athletic endeavors. |
| Strength | Investigation | Determining how physical violence was conducted. |
| Strength | Nature | Determining weakness in natural items, such as trees. |
| Strength | Religion | Lift heavy idols…respectfully. |
| Strength | Animal Handling | Controlling large animals and rescuing them when they are trapped or incapacitated. |
| Strength | Insight | Determine if fight or flight is about to occur based on balance of weight and tenseness of muscles. |
| Strength | Medicine | Set broken bones or dislocated joints. Move injured without worsening the condition. |
| Strength | Perception | Understanding the effects of physical strain. |
| Strength | Survival | Determine any weakness in a creature by studying their tracks, capitalizing on knowledge of the musculoskeletal system. |
| Strength | Deception | Holding something up that is not structurally sound as if nothing is wrong, like a dead body. |
| Strength | Intimidation | Using threats of or actual physical violence. |
| Strength | Performance | Performing lifts or balancing tricks. Flexing muscles. |
| Strength | Persuasion | Impressing someone with feats of strength such as making a damsel swoon with feats of manliness (this is not limited to a burly man persuading a demure lady - it could be the other way around). |
Tactics and Battlefield Control
Strength based characters can excel at battlefield control and tactical movement. Moving around terrain with different elevations and obstacles can easily be accomplished with strength based movement. Jumping, climbing, swinging, or vaulting over obstacles are valid movement options that can enhance tactical movement and positioning. You can also lift and move things out of your way. Grappling opponents is an often underused advantage as well.
Manipulating environmental features to give a tactical edge and control the battlefield can usually be accomplished with an exertion of strength. Opening or closing a door or gate can be done with a key or a strong arm. Breaking pillars, bringing down walls or bridges, really any act of wanton destruction is the calling of a strength based character.
Additional Skills
The list of skills in the base rules covers most activities, sometimes with a stretch. There’s nothing stopping any given table from adopting new ones that suit their game. Skills are things that are learned through training, practice, and use. Tailor them to your game and your character. Becoming proficient in Strength based activities can be a boon, especially if they develop organically through your play style. Skills in jumping, running, climbing, swimming, throwing, grappling, arm wrestling, tossing dwarves, etc., can all be beneficial if they are done a lot in a given campaign.
If these activities become commonplace consider discussing the addition of a new skill with your GM. If you don’t want to be too specific you could have a proficiency for a Strength Training skill. This would apply to a character that takes the time to work out and specifically strengthen their body and learns how to use it efficiently. Proficiency modifiers would then be added to Strength Ability checks, especially for lifting, jumping, carrying, and grappling.
Miraculous Feats of Strength
One additional rule to consider is that of “Miraculous Feats of Strength”. With a Miraculous Feat one can perform well past the standard ability limits. For a Miraculous Feat of Strength the body pumps full of adrenaline allowing for one mighty action. The significance of the Feat is dependent on how much past the standard limits it is as a factor times the base, (e.g. 1x, 2x, 3x, etc.).
For each factor greater than the base, the action consumes a full turn and inflicts a level of exhaustion upon completion. The GM can vary these requirements to support dramatic storytelling of course.
For example, a statue has fallen and blocked the escape as a horde of monsters descend upon the party. The heroic warrior braces themselves under the statue and begins to lift. The statue easily weighs a thousand pounds. The PC can only lift 500 lbs. That leaves 500 lbs. above their normal limit. This is a 1x action. It will take 1 turn to accomplish and cause 1 level of exhaustion. Each turn it is held causes an additional level of exhaustion.
If utilizing a DC then each factor is equivalent to 5. So an Ability check can get a +5, +10, etc., bonus to the check as a Miraculous Feat of Strength with the impending exhaustion as stated above. You can also allow the use of Inspiration to cover one factor without exhaustion.
The dramatic moments this can create can be epic and are seen in countless stories as the hero risks their life to accomplish what must be done. If used with restraint this can change the narrative in a compelling and memorable way.
Great Characters with Strength
There are many popular characters that have incredible strength. It's one of the core super powers for most heroes. Even if you want to develop an original character, drawing inspiration from these classic tropes can be a great place to start. But these character builds may not be what you thought. Then again, playing a raging barbarian too strong for their own good is always fun.
Conan
Conan is the classic strength based character and one of the original inspirations in the fantasy genre. Most people think of Conan as a Barbarian and would build a similar character with that class. But he’s actually a Rogue (a thief) with Strength as the primary Ability. Lockpicking is done with blunt force and why bother sneaking past guards when you have a greatsword?
Hercules
There are many characters from mythology that primarily used strength, like Hercules. Yet Hercules’ feats of strength set him apart from most anyone else in existence. Hercules is a paladin. Being manipulated by the goddess Hera, he goes on 12 different adventures, leveling up 12 times to increase his abilities and assets.
Thor & Baldur
Other characters from mythology are Thor and Baldur. Thor is a classic example of a “strength-is-the-solution” character. And most of those solutions were of the blunt force and fighting type. Baldur is a great example of the “smart yet strong” character, one who uses his strength as a tool rather than a weapon.
Baldur is a Commander fighter, a god who is referred to as a warlord deserves such a class. One that is not known for using magic, and one whose death is caused by a flaw, an overlooked area of his defense. He also built a strong level of comradery with his allies and fellow soldiers.
Thor is a brawler who often initiated a fight instead of a conversation. One might think he is a classic fighter. But then he would throw lightning bolts around so one might think he is a cleric. He even seems like the inspiration for the Tempest Domain. But Thor is a strength based warlock. His powers are granted from Odin, his patron. He wields Mjolnir, a pact weapon that he can summon at will. And he throws around some rather destructive old magicks. If Odin was spelled C-T-H-U-L-H-U this wouldn’t even be a debate.
Hulk
The Hulk is too strong for his own good and he gets even stronger in a rage giving him increased damage output and resistance to incoming damage. Sounds like a Barbarian to me.
Drax
Another Marvel character, Drax the Destroyer takes on galactic level threats shirtless with only a pair of daggers or his bare hands. Yet he also has remarkable insight (at times) into the hearts of others. His strength and toughness are his armor. So he’s a monk, but instead of dexterity for his unarmored defense he uses strength, as represented by his tough skin. He’s not the most intelligent, but he is wise in his own way as well.
Chewbacca
Chewbacca, or really any Wookie, relies on strength to solve most problems, as they are prone to ripping arms out of sockets to settle minor disagreements. One might think this is a fighter or barbarian build. But when you combine the sensitive nature of the character and the fact that he is always in wild shape you have a strength based druid.
Spock
Spock, as a Vulcan, viewed the world analytically through a rigorous application of logic. He was both incredibly intelligent and immensely strong. With his mind he was able to decipher the inner workings of the universe. Strength based Wizard or Artificer anyone?
Optimus Prime
Even compared to the rest of his kind, Optimus Prime was an incredibly strong transformer. He used this to great effect in battle. He was also righteous, kind, and wise. Depending on the interpretation, Optimus Prime can be built as a Paladin, Cleric, or even a Monk.
Riddick
Riddick is a criminal and killer and reluctant savior of the galaxy. He uses stealth and skill to infiltrate and exfiltrate leaving a pile of bodies in his wake. Rogue Assassins or Shadow Monks do the same. Riddick does this primarily with strength (and darkvision). Even his stealth is often strength based as he puts his body in impossibly difficult positions and exhausting situations to remain unseen.
Strength: the Wrap Up
Strength based characters can be a lot of fun to play and Strength is an incredibly versatile Ability. The key to utilizing your Strength in roleplay is to understand three things:
- How strong is your character?
- What kind of strength do they possess?
- Do they use their strength to solve their problems?
If the answer to the last one is yes then determine how your character’s strength determines their actions. There’s an old adage, “When the only tool you have is a hammer every problem looks like a nail.” If strength is your tool, then use it…for everything.
Inversely, if your character does not have a lot of strength, or even if they do but they avoid using it, then they will go out of their way to find solutions that do NOT involve strength. Either way your Strength score is telling you how to roleplay. All you have to do is listen.
Do you have any questions on using strength in your game? Do you have any tales of Miraculous Feats of Strength in your game? Do you have any cool examples of strength based characters that break the mold? If so, leave them in the comments below.
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