4d6 drop lowest: roll four d6, drop the lowest, six times (average 12.24 per score, high variance). Standard array: 15, 14, 13, 12, 10, 8 (fair, quick). Point buy: start at 8, spend 27 points up to 15 (customizable, fair). Ask your DM which one to use.
Method 1: 4d6 drop lowest
Roll four d6, ignore the lowest die, add the other three. Do it six times and assign the results to abilities.
- Average per score: 12.24
- Chance of an 18: ≈1.6%; chance of 3: ≈0.08%
- Most common results: 12 and 13
Pros: exciting, occasionally heroic scores. Cons: one player might roll far better than another. Some tables allow a reroll if the total modifiers are too low, or have everyone use the same shared rolled set.
Roll a full set in one tap with the character sheet creator, or roll 4d6dl1 in the dice roller.
Method 2: Standard array
Assign 15, 14, 13, 12, 10, 8 however you like. It's fast, fair, and what most organized-play games use.
Method 3: Point buy
Every score starts at 8 and you have 27 points. Scores can go up to 15 before bonuses.
| Score | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 |
|---|---|---|---|---|---|---|---|---|
| Cost | 0 | 1 | 2 | 3 | 4 | 5 | 7 | 9 |
Popular spreads:
- 15, 15, 15, 8, 8, 8: three strong stats, three dump stats.
- 15, 15, 13, 10, 10, 8: focused but flexible.
- 15, 14, 13, 12, 10, 8: the standard array.
Other methods you'll see
- 3d6 in order: old-school and unpredictable; you play what you roll.
- Heroic arrays: 16, 15, 14, 13, 12, 10 for higher-powered games.
- Rolling 4d6 but rerolling 1s: a house rule that pushes scores higher.
Which one should you use?
| If your table wants… | Use |
|---|---|
| Speed and fairness | Standard array |
| Fairness with control | Point buy |
| Drama and surprises | 4d6 drop lowest |
| Old-school challenge | 3d6 in order |
After generating scores, add species or background bonuses (depending on the rules edition), then note modifiers: see ability scores and modifiers.