Stats & Generation

Six stats on a 1–5 scale. Stats derive the dual DCs that every d20 check is rolled against.

The Six Stats

  • Vigor (VIG) — Strength, toughness, endurance. Smash, lift, resist poison, hold breath.
  • Reflex (REF) — Speed, agility, coordination. Dodge, tumble, pick locks, aim.
  • Wits (WIT) — Perception, cunning, instinct. Spot ambushes, find traps, read body language.
  • Willpower (WIL) — Courage, faith, inner strength. Resist fear, maintain concentration, commune with spirits.
  • Presence (PRE) — Force of personality, leadership. Persuade, intimidate, perform, deceive.
  • Lore (LOR) — Knowledge, education, arcane understanding. Recall history, identify magic, treat wounds.

Stat Generation

Choose one method:

Array: Assign [4, 3, 3, 2, 2, 1] to your six stats in any order.

Roll: Roll 1d4+1 six times (range 2–5). Assign each result to a stat. If no stat is 4 or higher, reroll all six.

How Stats Derive DCs

Your stat determines two thresholds for every check:

  • Weak DC = 20 − (Stat × 2)
  • Strong DC = 20 − Stat
  • Training = treat stat as +1 for both formulas
Eff. StatWeak DCStrong DCMiss%Weak%Strong%
1181985%5%10%
2161875%10%15%
3141765%15%20%
4121655%20%25%
5101545%25%30%
681435%30%35%

A stat of 3 is competent. A stat of 5 is exceptional. A stat of 1 means you're rolling the dice and hoping.

Training

Training in a relevant skill increases effective stat by +1, improving both DCs. This shifts you one row up the probability table.

Your class grants 3 trained skills, your background grants 1, and some ancestries grant additional training. You gain a new trained skill on each level up.

See gld help rules for the full skill list.

Advancement

Characters advance by completing milestones, not earning XP. On level up:

  1. Roll your class HP die and add to max HP
  2. Increase one stat by 1 (max 5)
  3. Gain one new trained skill
  4. At levels 3, 5, 7, 9: gain a class talent

Max level: 10.