Ability Score Generation Methods
Three methods for generating ability scores: Standard Array (15/14/13/12/10/8), [[compendium:rule:Point Buy]] (27 points), and Rolling (4d6 drop lowest).
Before racial bonuses, players determine their six raw ability scores using one of three common methods. The DM decides which method the table will use.
Standard Array
Assign these six numbers to your abilities in any order: 15, 14, 13, 12, 10, 8. This is the fastest method and guarantees balanced characters. No randomness involved.
You have 27 points to spend. Each ability starts at 8, and you buy higher scores at increasing cost:
| Score | Cost |
|---|---|
| 8 | 0 |
| 9 | 1 |
| 10 | 2 |
| 11 | 3 |
| 12 | 4 |
| 13 | 5 |
| 14 | 7 |
| 15 | 9 |
Scores cannot go below 8 or above 15 before racial adjustments. Point Buy is deterministic and produces slightly more customized results than the Standard Array.
Rolling (4d6 Drop Lowest)
Roll four six-sided dice, discard the lowest die, and sum the remaining three. Repeat six times, assigning totals to abilities in any order. This is the most traditional method and can produce very strong or very weak characters depending on luck. Some DMs allow rerolls if the total of all six scores is below a threshold (commonly 70).
After Generation
Once raw scores are set, apply racial ability score increases (e.g., +2 DEX for Elves). Then calculate modifiers: (score - 10) / 2, rounded down.