Ability Score Generation Methods

by Jonathan Boydston

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Ability Score Generation

A variety of methods exist for players to generate their ability scores for their characters. Different methods appeal to different groups based upon the groups interest in the power of the characters, power-gaming/min-maxing, strengths/weaknesses, or the joy of random rolls.

While I have contributed to this document, creating some of my own methods and alternatives, many of these methods and alternatives were sourced from a wide array of locations over the years and it is only meant as a resource and I only claim credit for the compilation.

In order to clarify language, the following terms are codified in this document:

  • Set. A set of dice, such as 3d6.
  • Pool. A pool of dice, multiple sets rolled at once.
  • Array. An array of 6 scores.
  • Average. Meant to convey average NPC level arrays, or just slight above.
  • Elite. Elite only in regard to Average. The normal array meant for most balanced campaigns or encounters.
  • Heroic. Particularly high arrays that can quickly unbalance most campaigns or encounters if not planned for.

Method I

Roll 3d6 in order. All dice are rolled for ability scores in order as they appear on the character sheet.

Alternative I

Allow players to assign scores as they choose.

Alternative II

Players roll between 7 and 12 sets, picking the top 6 for their scores and assign as they see fit.

Alternative III

Each player rolls an array of 3d6 rolls, and players can choose from any available array for their scores and assign as they see fit.

Notes

Even Alternative options generally results in weaker characters. Used primarily in early editions or dark/grim-dark fantasy settings where characters are not meant to feel too powerful. Mathematically, Method I and Alternative I produce Average arrays most of the time.

Method II

Point buy. All ability scores start at 8. Take 25 points to spread out among all abilities. For ability scores of 14 or lower, you buy additional points on a 1-for-1 basis. For ability scores higher than 14, the cost increases.

Ability Score Point Cost Ability Score Point Cost
9 1 14 7
10 2 15 9
11 3 16 11
12 4 17 13
13 5 18 15

Alternative I

The cost of points vary across editions and various ttrpgs. An example of a variant cost is below.


Ability Score Point Cost Ability Score Point Cost
9 1 14 6
10 2 15 8
11 3 16 10
12 4 17 13
13 5 18 16

Alternative II

A max ability score is set, usually disallowing a character from having an 18 in an ability score. Commonly, maximum ability score is a 15.

Alternative III

The point buy method can be configured for variety of game types. Some examples are below.


Array Type Points
Average Array 15
Elite Array 27
Heroic Array 44
ABILITY SCORES | Methods of Generation

Alternative IV

Each player rolls Xd6 to determine points available for point buy.


Array Type Points
Average Array 4d6
Elite Array 8d6
Heroic Array 12d6

Notes

The point buy method results in balanced characters for all players with power level dependent on the point buy.

Method III

Standard Array. Ability scores are determined by an array and allocated by the player as they see fit.

  • Average Array: 13, 12, 11, 10, 9, 8
  • Elite Array: 15, 14, 13, 12, 10, 8
  • Heroic Array: 18, 16, 14, 12, 10, 8

Notes

Similar to Method II, this method results in balanced characters for all players with power level dependent on the array chosen. However, unlike Method II, it offers static scores that helps to reduce min-maxing.

Method IV

Roll 4d6 and drop the lowest die. Scores assigned by the player.

Alternative I

Combination with Method I, meaning that abilities are rolled in order as they appear on the character sheet.

Alternative II

Roll 5d6 for even more powerful characters, dropping the two lowest dice instead.

Alternative III

Combine with a set average for the scores (average of rolled scores must be 10, 11, or 12), allowing rerolls of individual scores or the set if the average of the scores is too low.

Alternative IV

Reroll lowest score or lowest 2 scores.

Alternative V

Roll more than 1 set of scores (usually 2) and choose one set to assign.

Alternative VI

Game Master or a combination of the Game Master and players roll a single set. Each player can assign the scores in the array as they choose.

Alternative VII

Roll 7 sets of scores and keep the best 6.

Alternative VIII

GM rolls an array behind the screen and players can choose to keep their scores or use the unseen rolls of the GM.

Notes

Method IV and all of its Alternatives result in stronger than average characters most of the time. The randomness of the dice allows for characters to represent everything from Average to Heroic, which can result in unbalanced parties.

Method V

Dice pool. A pool of 18 d6s are rolled for the group and players pull out sets of 3d6 to represent their array.

Alternative I

Increase the pool size, usually up to 24.

Alternative I

Each player contributes to the pool by rolling 3-4d6, the GM rolling the remainder needed to round out the pool.

Notes

This method usually results in at least one score of 18, depending on the size of the pool. Does allow for randomness of other methods while ensuring that all characters have a fairly equal array.

Method VI

Targeted rolling. Roll dice based on players intended class. A recreation of the original 1st Edition AD&D Unearthed Arcana chart is below, along with the era's Comeliness ability score. Only the top 3d6 are kept from each set.


Class Desired Str Int Wis Dex Con Cha Com
Cavalier 8d6 6d6 4d6 7d6 9d6 3d6 5d6
Paladin 7d6 5d6 8d6 3d6 6d6 9d6 3d6
Cleric 7d6 4d6 9d6 5d6 8d6 6d6 3d6
Druid 7d6 4d6 8d6 5d6 6d6 9d6 3d6
Fighter 9d6 3d6 5d6 7d6 8d6 6d6 4d6
Barbarian 9d6 3d6 5d6 7d6 8d6 6d6 4d6
Ranger 7d6 6d6 8d6 5d6 9d6 4d6 3d6
Magic-user 4d6 9d6 7d6 8d6 6d6 5d6 3d6
Illusionist 3d6 8d6 7d6 9d6 5d6 6d6 4d6
Thief 6d6 5d6 3d6 9d6 7d6 4d6 8d6
Assassin 6d6 7d6 4d6 9d6 8d6 3d6 5d6
Monk 7d6 5d6 9d6 8d6 6d6 4d6 3d6
ABILITY SCORES | Methods of Generation

Alternative I

Updated to reflect D&D 5e without the Comeliness ability score. Also reduced max roll from 9d6 to 8d6 to reflect 6 scores rather than 7.


Class Desired Str Dex Con Wis Int Cha
Barbarian 7d6 6d6 8d6 5d6 3d6 4d6
Bard 4d6 7d6 5d6 3d6 6d6 8d6
Cleric 6d6 4d6 7d6 8d6 3d6 5d6
Druid 3d6 7d6 6d6 4d6 6d6 5d6
Fighter 8d6 6d6 7d6 3d6 5d6 4d6
Monk 6d6 7d6 5d6 8d6 3d6 4d6
Paladin 7d6 4d6 6d6 5d6 3d6 8d6
Ranger 6d6 7d6 5d6 3d6 8d6 4d6
Rogue 4d6 8d6 6d6 3d6 7d6 5d6
Sorcerer 5d6 7d6 6d6 4d6 3d6 8d6
Warlock 5d6 6d6 7d6 3d6 4d6 8d6
Wizard 4d6 5d6 6d6 7d6 8d6 3d6

Alternative II

Roll 8d6, 7d6, 6d6, 5d6, 4d6, 3d6 and assign scores as desired.

Alternative III

Roll 6d6, 6d6, 5d6, 5d6, 4d6, 4d6, assigning sets to ability scores for intended class before rolling.

Notes

This method results in much stronger characters than most other methods, making it almost impossible to not have an 18 in a character’s prime requisite, if not multiple scores. Even Alternative III is closer to the Heroic Array than most other methods. Given the viability of Dexterity-based fighter classes in 5e, it would be reasonable to allow a player to swap Strength and Dexterity dice sets.

Method VII

Static matrix array. A matrix is provided and each player can choose their scores in order from any row, column, or diagonal in order. The scores must be assigned in order, but can be used forward or backward. The array can be configured for variety of game types. Some examples are below.

Average Array


63 63 63 63 63 63 63 63
63 6 8 10 12 14 13 63
63 4 16 14 9 10 10 63
63 17 8 10 6 8 14 63
63 14 8 10 12 11 8 63
63 9 11 8 14 11 10 63
63 13 12 11 10 9 8 63

Elite Array


72 72 72 72 72 72 72 72
72 9 14 14 13 13 9 72
72 8 15 12 9 14 14 72
72 17 6 14 14 15 6 72
72 13 12 9 13 7 18 72
72 10 11 10 11 13 17 72
72 15 14 13 12 10 8 72

Heroic Array


78 78 78 78 78 78 78 78
78 13 7 18 9 14 17 78
78 10 15 8 13 17 15 78
78 15 18 10 10 8 17 78
78 12 16 10 16 13 11 78
78 10 6 18 18 16 10 78
78 18 16 14 12 10 8 78

Notes

This method may favor some classes or builds more than others, resulting in specific play styles being preferred.

  • Some arrays do not allow for high scores to fit into certain prime requisites if placed in order, so if necessary, the array could be shifted so long as the order itself is not altered.
  • This method allows players to choose high score in exchange for weaknesses or to choose moderate scores in exchange for no discernible strengths or weaknesses.

Method VIII

Non-incremental point buy. Character has a 3 in each stat and unlike regular point buy, the cost of increasing scores does not change, but scores still cannot exceed 18. The player has a number of points to assign based on the type of game being played.

  • Average Array: 45 points
  • Elite Array: 54 points
  • Heroic Array: 60 points

Alternative I

Minimum or maximum ability scores can be specified, such as not score under 8 or no score over 15.

Method IX

Rolemaster style ability score increases. Roll both 3d6 and 4d6 (drop the lowest) for each score. The lower of the two rolls is the starting value and the higher roll is the maximum value. Each level, the player may bump the current value of one ability by one point if it hasn’t yet reached its maximum.

Alternative I

Roll 4d6 for each score. The three lowest dice represent the starting value and all four dice represent the maximum value. Each level, the player may bump the current value of one ability by one point if it hasn’t yet reached its maximum.

Notes

This method gives room for characters to grow, particularly those with poor starting rolls. End-game values could become unwieldy for specific characters while beginning values could be particularly low. The alternative exacerbates these concerns.

Method XI

Table roll. Roll 6 times, once per column in order.

d6 Roll 1 2 3 4 5 6
1 13 12 11 10 9 8
2 14 13 12 11 10 9
3 15 14 13 12 11 10
4 16 15 14 13 12 11
5 17 16 15 14 13 12
6 18 17 16 15 14 13

Alternative I

Weight rolls to limit or encourage certain game types.


d12 Roll 1 2 3 4 5 6
1 13 12 11 10 9 8
2-3 14 13 12 11 10 9
4-6 15 14 13 12 11 10
8-9 16 15 14 13 12 11
10-11 17 16 15 14 13 12
12 18 17 16 15 14 13

Method X

Dice point. Each player has 4 points to spend on their array.


Set Cost
18 3
14 + 1d4 2
8 + 1d4 + 1d6 1
1d4 + 1d6 + 1d8 0

Notes

This method allows players to focus one or two specific ability scores if they are interested in a specific class, similar to Method VI, but with less randomness. The offset is that a player too intent one those 1 or 2 scores could severely handicap their character.

ABILITY SCORES | Methods of Generation

Art

Method Attribution

In many cases, I have no idea where I first came across some of these methods or their alternatives, but I am more than happy to give credit where it is do if you can provide a link.

Adding Content

I am willing to add to this list if you provide additional Methods or Alternatives. However, the intent is to keep it clean, so your group's "26-point buy" is not going to make the cut.

Contact Information

 

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