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[B/X] The Average Character

Particle_Man

Explorer
For either Moldvay/Cook or Mentzer: The average character for Basic Dungeons and Dragons (Basic/Expert or Basic/Expert/Companion/Master or Rules Compendium)

Using the 3d6 method, the average stats would be: 7, 9, 10, 11, 12, 14. (The stat assignation is not under the control of the player, so if the Str gets the 7 and you want a fighter, then you are playing a physically weak fighter).

There are trade ups. Assuming the 14 is in a position to be raised and the 11 and 12 in a position to be lowered, you could get: 7, 9, 9, 10, 10, 16.

If the 14 is not in a position to be raised, but the 12 is (and the 11 is in a position to be lowered), you could get: 7, 9, 9, 10, 13, 14.

(Method: Divide the 216 possible results into 7 chunks and find the score at the 6 "midpoints").

There is no functional difference between 9-12, a 7 gives a -1 modifier, a 13 or 14 a +1 modifier, a 16 a +2 modifier.
 

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So the average character would have 1 "above average" ability, 1 "below average" ability, and the other four would all be average? Sounds pretty average to me. :)
 

That's been my experience with the game. The characters that manage to climb their way to success may have 2 exceptional ability scores, but almost all of them have at least one low stat, and in some cases a batch of 9's from converting 11's to 9's to bump up their main stat.
 

Technically, you can't move any of those scores...

D&D Rules Cyclopedia Chapter 1: Character Creation (Pg 7) said:
Adjust Ability Scores
You can trade two points from an ability score you don't want to raise your prime requisite by one point. You can perform this trade as many times as you want, so long as you do not lower any ability below a score of 9. You cannot lower your Dexterity, Constitution, or Charisma. You can only raise your character's prime requisite score

Assuming those scores are in S/I/W/D/C/Ch order, you can't raise/lower your str, int, or wis (2 points would bring each of those scores below 9), nor can you lower your dex, con, or cha (per the rules) and you can't raise your con since it isn't a prime for any class.

Furthermore, you're double hindered for being fighter (as well as any demi-human), since a 7 str is both a -1 to hit and damage, its also a -10% XP LOSS. He would break even as a thief, magic-user, or cleric though (not being terribly good, but not being hindered.)

One Final Thought...

D&D Rule Cyclopedia Chapter 13 said:
Creating Characters
When a newly created character has all low scores (all scores under 9), the player should be allowed to discard it.

You should allow beginning players to use characters they like! It's hard to have fun playing when you are forced to use a poor character, with no score above 9 or two scores below 6; such characters should be discarded. (On the other hand, a player might want to play this character; if he does, let him.)

If a player wants a certain class of character but rolls abilities that strongly favor another class, you may allow him to switch the ability scores around. Just switch the highest score rolled for the character to the Prime Requisite ability appropriate to the class the player wants.
 

The stats are not assumed to be in s/i/w/... order. I just did it in "lowest to highest" order but there is no reason to impose any particular order on the average character. I suppose one should assign them randomly . . . perhaps by rolling dice. :)

But now I am wondering what % of starting rolls would have all stats under 9.

Looks like it would be a fairly small percentage so to simulate it I would rule out 7 of the 216 lines (the bottom 7) before dividing the remaining 211 into 7 chunks. I think it would result in the lowest stat being 8 rather than 7 (the first midpoint is now right on the 7/8 border, though), but that would not affect the modifier. The other stats would be unchanged.
 

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