A character's ability scores directly tied into what class choices were legal for them. For instance, a character wishing to be a Fighter required at least 9 Strength; the more discriminating Monk required 15 Strength, 15 Wisdom, 15 Dexterity, and 11 Constitution. Unusually high or low ability scores could proscribe class choice further; "too high" an Intelligence could prohibit being a Fighter, while a Charisma of 5 or less would require the character to become an Assassin. High ability scores in statistics considered pertinent to the class would grant an experience bonus.