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):

  1. 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.
  2. Method II: All scores are recorded and arranged as in Method I. 3d6 are rolled 12 times and the highest 6 scores are retained.
  3. 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.
  4. 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


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
* Based on Fighter and Thief stats at highest levels before becoming a bard.
** 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

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.

Add any bonuses for high constitution and record your characters's hit points

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

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?