GENERATION OF ABILITY SCORES


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<GENERATION OF ABILITY SCORES, Player Characters :> Method V - - -
<GENERATION OF ABILITY SCORES, Non-Player Characters :> Non-Player Characters General Characters Special Characters, Including Henchmen -
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CREATING THE PLAYER CHARACTER DMG.11 - AD&&D DMG
What are the odds? (3d6)

As AD&D is an ongoing game of fantasy adventuring,
it is important to allow participants to generate a viable character of the race and profession which he or she desires.
While it is possible to generate some fairly playable characters by rolling 3d6,
there is often an extended period of attempts at finding a suitable one due to quirks of the dice.
Furthermore, these rather marginal characters tend to have short life expectancy --
which tends to discourage new players,
as does having to make do with some character of a race and/or class which he or she really can't or won't identify with.
Character generation, then, is a serious matter, and it is recommended that the following systems be used.

METHOD V

This method gives the player an opportunity to generate a character of a desired
class (subject to the DM’s approval) and be assured that the ability
scores for the character will meet the minimum requirements for the
class in question.

After the player’s selection of a class is approved, he or she rolls a
certain number of six-sided dice for each ability score to be generated,
as indicated on the following table. The best three die rolls for
each ability are added together to produce the score. (For example, a
fighter’s strength is determined by rolling 9d6 and keeping the three
highest results.) If the total of the three highest die rolls is below the
minimum requirement for an ability in a certain class, then the player
takes the minimum number (e.g., 15 for a monk’s strength) as the
character’s ability score. Similarly, if a rolled score is greater than the
maximum allowable (such as for a barbarian’s wisdom), then the
score is lowered to the maximum number.

Number of Dice Rolled For:
Class Desired Str Int Wis Dex Con Cha Com Per
Cavalier 8 6 4 7 9 3 5 4
   Paladin 7 5 8 3 6 9 4 4
Cleric 7 4 9 5 8 6 3 4
   Druid 7 4 8 5 6 9 3 7
Fighter 9 3 5 7 8 6 4 4
  Barbarian 9 3 5 7 8 6 4 7
   Ranger 7 6 8 5 9 4 3 8
Magic-User 4 9 7 8 6 5 3 4
  Illusionist 3 8 7 9 5 6 4 4
Thief 6 5 3 9 7 4 8 7
   Assassin 6 7 4 9 8 3 5 7
Monk 7 5 9 8 6 4 3 6

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PCs, TABLE OF MINIMUM ABILITY SCORES
Class Minimum Score or Adjustment to 
Ability Dice Roll*
   Paladin S12, I9, W13, D6, C9, Ch17
Cleric S6, I6, W9*, D6, C6, Ch6 (* 13 if multi-classed half-elf cleric)
    Druid S6, I6, W12, D6, C6, Ch15
Fighter S9, I3, W6, D6, C7, Ch6
    Ranger S13, I13, W14, D6, C14, Ch6
Magic-User S3, I9, W6, D6, C6, Ch6
    Illusionist S6, I15, W6, D16, C3, Ch6
Thief S6, I6, W3, D9, C6, Ch6
    Assassin S12, I11, W6, D12, C6, Ch3
Monk S15, I6, W15, D15, C11, Ch6

Prime Requisite: 16+ grants a 10% XP bonus.
Two fifteens: A PC needs at least two fifteens. Without two fifteens, the character enters into the Hopeless class.

<theoretically, could be extended for all of the demi-humans>

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