Character Generation The Player’s Handbook details several methods for determining a character’s six ability scores. These are summarized below, in addition to a few new ideas that allow players more control over their characters. DMs should review all the options and choose one for their campaign so that all characters are created using the same method.

The six systems of character creation from the
Player’s Handbook generate different types of heroes. Methods I and III yield characters with few scores of 15 or above. These methods are best for campaigns in which the heroes arise from the common people. These characters usually have average ability scores, and are often less capable of amazing feats. Low-fantasy or low-magic campaigns with a grim or gritty tone are the perfect settings for such characters.

However, if epic story lines filled with rousing adventure and swashbuckling action are preferred—and the characters are expected to perform three miraculous quests before breakfast—higher ability scores are called for. Characters generated using Method IV are particularly suited for this type of campaign. The other generation methods give varying results.

Method I: Roll 3d6 for each of a character’s six ability scores and record the dice total in the following order: Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma.

Method II: Roll 3d6 twice for each ability. Choose the highest total of each pair of rolls and record the scores in the order: Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma.

Method III: Roll 3d6 six times, noting each total. Players place the totals in the abilities of their choice.

Method IV: Roll 3d6 12 times and note the totals. Players can choose the six highest totals and assign those six to abilities in any order they want.

Method V: Players roll 4d6 for each ability score and select the three highest numbers. Then the numbers are assigned to characters’ abilities as desired.

Method VI: All six abilities begin with a score of 8. The player has an additional 7d6 to divide among those scores. All the points from a d6 must be applied to one ability score. Scores of 18 are possible only if the total of one or more dice, added to the base of 8, add up to exactly 18. Scores higher than 18 are not possible—except in some campaigns, such as the Dark Sun® setting.

Example: Leon wants to use Method VI to create his character. His 7d6 rolls are: 5, 1, 5, 1, 3, 3, and 4. Remember, his PC already has the following base points as well:


Strength 8

Dexterity 8

Constitution 8

Intelligence 8

Wisdom 8

Charisma 8

Leon wants to create a cleric, who should be wise but also capable of defending himself well in combat. Leon chooses to place the points he rolled on the 7d6 as such:


Strength 8+5
=13

Dexterity 8+4
=12

Constitution 8+3
=11

Intelligence 8+3
=11

Wisdom 8+5+1
=14

Charisma 8+1
= 9

Leon need not add any of his 7d6 results to an ability score if he is willing to accept an 8 in one or more abilities.

New Systems

Here are four new methods of determining a character’s six ability scores.

Method VII: Each player has 75 points to divide among a character’s six ability scores. No score can be lower than 3, and none can be higher than 18. Also, all racial maximums and minimums must be observed. When all six abilities have numbers assigned, double-check the math by adding the ability scores together. They should total 75. If not, there is a mistake somewhere. Start again.

Leon wants to create a wizard character using this system, and divides his 75 points as follows:


Strength 9

Dexterity 15

Constitution 15

Intelligence 18

Wisdom 9

Charisma 9

Method VIII: The player assigns 24d6 among a character’s six ability scores. Each ability score must have at least 3d6, but no more 6d6, devoted to it. If the player desires a character with a high Strength, he could devote 4d6, 5d6, or even 6d6 to that ability. Next, the appropriate number of dice are rolled for each ability, and the total of the three highest results become the score. Any and all other dice rolled for that ability are discarded.

For example, Leon wants to create a rogue character using this method. He decides to divide his 24d6 as follows:


Strength 4d6

Dexterity 6d6

Constitution 3d6

Intelligence 4d6

Wisdom 3d6

Charisma 4d6

Leon rolls the number of dice he assigned to each ability and records the results:


Strength 5, 2, 5, 4

Dexterity 6, 5, 3, 1, 3, 4

Constitution 6, 1, 2

Intelligence 5, 4, 3, 3

Wisdom 4, 4, 2

Charisma 6, 4, 2, 4

Taking the three highest results from each set of dice and discarding the results of the other dice, Leon’s rogue character has the following ability scores:


Strength 14

Dexterity 15

Constitution 9

Intelligence 12

Wisdom 10

Charisma 14

Method IX: A player rolls 2d6 to randomly determine the number of points that can be divided among his character’s six abilities and the maximum score of each ability. No ability score can be lower than 3. The 2d6 result is found on the chart below.

Point Generation

2d6 roll
Points
Maximum
2
68
18
3
70
18
4
72
17
5
72
18
6
74
17
7
74
18
8
76
17
9
76
16
10
78
16
11
78
15
12
80
15

For example, Leon wants to create a character using this method. His 2d6 result is a 4. Consulting the chart, Leon notes that he has 72 points to work with, and no ability scores can exceed 17 (excepting racial bonuses, etc.) Leon is now free to assign his 72 points.

Method X: Players use character points to create their adventurer’s statistics. A player divides 75 points among his PC’s Strength, Intelligence, Wisdom, Dexterity, Constitution, and Charisma scores. Fighters can purchase 10 points of exceptional Strength for each extra character point spent. For example, it costs 21 of the 75 character points to give a fighter an 18/30 Strength (18+3=21). Racial minimums and maximums must be observed.

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