CONSTRUCTING YOUR CHARACTER: STAT ROLLING, ALIGNMENT, AGE, HIT POINTS, AND SAVING THROWS
Contrary to what you might have heard about AD&D amidst the OSR games, it does not require "3d6 in order" to be rolled for stats. Consulting the Dungeon Masters Guide, we see that suggested methods are much more forgiving for creating a character in AD&D, as they are expected to be somewhat above average in at least some of their stats.
Rolling Methods from the Dungeon Master Guide (DMG):
- Method I: All scores are recorded and arranged in the order the player desires. 4d6 are rolled, and the lowest die (or one of the lower) is discarded.
- Method II: All scores are recorded and arranged as in Method I. 3d6 are rolled 12 times and the highest 6 scores are retained.
- Method III: Scores rolled are according to each ability category, in order, STRENGTH, INTELLIGENCE, WISDOM, DEXTERITY, CONSTITUTION, CHARISMA. 3d6 are rolled 6 times for each ability, and the highest score in each category is retained for that category.
- Method IV: 3d6 are rolled sufficient times to generate the 6 ability scores, in order, for 12 characters, The player then selects the single set of scores which he or she finds most desirable and these scores are noted on the character record sheet.
Design a character for a specific class
- Your DM will have methods to generate specific classes of higher level than 1st should you need them. Method II or Method III might be used, rather than Method I.
- Typically, these characters might be created for a one-shot adventure of higher level than your characters in the primary campaign.
Creating a Player Character with the Stats You Rolled
Character Classes | Minimum Stats | Hit Die Type |
Max Hit Dice |
Spell Ability |
Level Limit |
Armor |
Shield |
Weapons |
Poison |
Cleric |
Wis 9 |
d8 |
9 |
yes |
none |
any |
any |
no (DM determination if Evil) | |
Druid |
Wis 12, Cha 15 |
d8 |
14 |
yes |
14 |
leather |
wooden |
DM determination |
|
Fighter |
Str 9 |
d10 |
9 |
no |
none |
any |
any |
DM determination | |
Paladin |
Str 12, Int 9, Wis 13, Con 9, Cha 17 |
d10 |
9 |
yes |
none |
any |
any |
no |
|
Ranger |
Str 13, Int 13, Wis 14, Con 14 |
d8 (+d8) |
10 (+1)** |
yes |
none |
any |
any |
DM determination | |
Magic User |
Int 9, Dex 6 |
d4 |
11 |
yes |
none |
none |
none |
DM determination | |
Illusionist |
Int 15, Dex 16 |
d4 |
10 |
yes |
none |
none |
none |
DM determination | |
Thief |
Dex 9 |
d6 |
10 |
no*** |
none |
leather |
none |
DM determination | |
Assassin |
Str 12, Int 11, Dex 12 |
d6 |
15 |
no*** |
15 |
leather |
any |
yes |
|
Monk |
Str 15, Wis 15, Dex 15. Con 11 |
d4 (+d4) |
17 (+1)** |
no |
17 |
none |
none |
no | |
Bard * | Str 15, Int 12, Wis 15, Dex 15, Con 10, Chr 15 | special |
special |
yes |
none |
special |
none |
special |
DM determination |
** Characters start with 2 hit dice initially
*** At Th10 and A12, characters have ability to read spells from Magic User and Illusionist scrolls; non-zero chance of spell failure
Alignment
This can be thought of as your outlook on Life, the Universe, and Everything. Your alignment may limit what character classs you can choose. Alignment is made up of two parts: Ethics (Lawful, Neutral, Chaotic) and Morality (Good, Neutral, Evil). Some characters, such as paladins, cannot or will not adventure with Evil NPCs and may only adventure with Neutral ones on a singular quest. The nine alignments are shown below:
Lawful Good |
Neutral Good |
Chaotic Good |
Lawful Neutral |
True Neutral |
Chaotic Neutral |
Lawful Evil |
Neutral Evil |
Chaotic Evil |
- Lawful Good: Good deeds are paramount, and obedience to a heirarchy of beneficial laws is the best way to accomplish this goal.
- Neutral Good: Good deeds are paramount, and balancing of law and order with personal freedom is the way to achieve the goal.
- Chaotic Good: Good deeds are paramount, and maximizing personal freedom and choice is the best way to achieve the goal.
- Lawful Neutral: Good and Evil are less important than obdience to law & order.
- True Neutral: Good and Evil are sides of the same coin, as are law & order versus personal freedom. Life is balance in all things.
- Chaotic Neutral: Good and Evil are not considerations, unless they restrict maximum personal freedom. Then they are both Evil.
- Lawful Evil: The strong make up the heierarchy of laws and use it for their benefit against the weak, who should learn their place and be content with it.
- Neutral Evil: Maximizing power is all there is, whether through law or through freedom, and those who stand in the way should be crushed.
- Chaotic Evil: Others exist as playthings for those who wish to dominate them, and nothing should stand in the way of that.
Once your Player Character has Stats and a Class, determine age and alignment of your character, then adjust stats as needed.
Character Age and Alignment for Humans
Class |
Starting Age (years) |
Class Allowed Alignments |
Cleric |
18 + 1d4 |
Any Good or Evil |
Druid |
18 + 1d4 |
True Neutral |
Fighter |
15 + 1d4 |
Any |
Paladin |
17 + 1d4 |
Lawful Good |
Ranger |
20 + 1d4 |
Any Good |
Magic user |
24 + 2d8 |
Any |
Illusionist |
30 + 1d6 |
Any |
Thief |
18 + 1d4 |
Any Non-Lawful |
Assassin |
20 + 1d4 |
Any Evil |
Monk |
21 + 1d4 |
Any Lawful |
Bard |
Use start age when F or Th |
Any Neutral |
Age Categories
Race | Young Adult |
Mature Adult |
Middle-aged Adult |
Old Adult |
Venerable Adult |
human | 14-20 |
21-40 |
41-60 |
61-90 |
91-120 |
-1 Wis +1 Con |
+1 Str +1 Wis |
-1 Str (or 1/2 exceptional) -1 Con +1 Int +1 Wis |
-2 Str -2 Dex -1 Con +1 Wis |
-1 Str -1 Dex -1 Con +1 Int +1 Wis |
Determine your Character's Hit Points
Roll the following die (or dice) for your character after you have chosen his class.
- Cleric: d8 hp per level
- Fighter: d10 hp per level
- Magic User: d4 hp per level
- Thief: d6 hp per level
Determine Saving Throws
Saving Throws are primarily used for exceptional attacks directed against characters and monsters. These dice rolls represent the characters' and monsters' uncanny abilities to evade or withstand harm due to various threats.
Character Class |
Character Level |
Paralysis, Poison, Death |
Petrification, Polymorph* |
Rod, Staff, Wand |
Breath Weapon** |
Spell*** |
Cleric, Druid |
1-3 | 10 |
13 |
14 |
16 |
15 |
4-6 | 9 |
12 |
13 |
15 |
14 |
|
7-9 | 7 |
10 |
11 |
13 |
12 |
|
10-12 | 6 |
9 |
10 |
12 |
11 |
|
13-15 | 5 |
8 |
9 |
11 |
10 |
|
16-18 | 4 |
7 |
8 |
10 |
9 |
|
19+ | 2 |
5 |
6 |
8 |
7 |
|
Fighter, Paladin, Ranger |
0 |
16 |
17 |
18 |
20 |
19 |
1-2 |
14 |
15 |
16 |
17 |
17 |
|
3-4 |
13 |
14 |
15 |
16 |
16 |
|
5-6 |
11 |
12 |
13 |
13 |
14 |
|
7-8 |
10 |
11 |
12 |
12 |
13 |
|
9-10 |
8 |
9 |
10 |
9 |
11 |
|
11-12 |
7 |
8 |
9 |
8 |
10 |
|
13-14 |
5 |
6 |
7 |
5 |
8 |
|
15-16 |
4 |
5 |
6 |
4 |
7 |
|
17+ |
3 |
4 |
5 |
4 |
6 |
|
Magic User, Illusionist |
1-5 |
14 |
13 |
11 |
15 |
12 |
6-10 |
13 |
11 |
9 |
13 |
10 |
|
11-15 |
11 |
9 |
7 |
11 |
8 |
|
16-20 |
10 |
7 |
5 |
9 |
6 |
|
21+ |
8 |
5 |
3 |
7 |
4 |
|
Thief, Assassin, Monk |
1-4 |
13 |
12 |
14 |
16 |
15 |
5-8 |
12 |
11 |
12 |
15 |
13 |
|
9-12 |
11 |
10 |
10 |
14 |
11 |
|
13-16 |
10 |
9 |
8 |
13 |
9 |
|
17-20 |
9 |
8 |
6 |
12 |
7 |
|
21+ |
8 |
7 |
4 |
11 |
5 |
|
* Except petrification or polymoph from rod, staff, or wand ** Except petrification and polymorph effects *** Except those where another saving throw category specifically applies Note: Bards use the most favorable values between Fighter and Thief saves. |
Difference Between Saving Throws and Ability Checks
- Saving Throws are official rules within the AD&D system that give a character or monster the ability to evade harm from some external effects
- Ability Checks are primarily implied rules that will likely need to be made into various rulings by your DM. These checks give the characters' or monsters' a chance to accomplish a task based on their innate abilities.
- In the case of PCs and NPCs, that would be their six Ability Scores determined at the time of creation of the character.
Rolling the Checks
For Saving Throw checks, roll a d20, add any applicable bonuses to the ROLL, then compare that modified roll to the Saving Throw value for your character. A modified roll that is EQUAL OR ABOVE the stated value for your Saving Throw is successful.
For Ability Checks, add any applicable modifiers to the ABILITY SCORE, then roll a d20. If the roll is EQUAL OR BELOW the modified Ability Score, then that check is successful.
Chose a Name for Your Character
You can make up a name, choose a name from a favorite book or video, or use a name generator to help you, such as this one.
What is Your Character's Background?
- Character background is something that is developed primarily during the AD&D game, not prior to it.
- You get one (1) sentence of no more than twenty-five (25) words per level of character to describe your character's background.