AD&D 1E What is the best way to generate ability scores for 1e AD&D?

Celebrim

Legend
Back in the day I used 4D6 take the best three in order as my means of producing ability scores. This was never wholly satisfying. By 1990 I had moved to 4d6 take the best three in order, but you could choose 5d6 take the best three for one ability score of your choosing at any point when rolling. This worked a bit better. Then I started playing heavily with a different group that used method V from the Unearthed Arcana. I disliked Method V because it just rewarded you for picking the classes with the highest required ability scores, resulted in pretty cookie cutter characters. It did allow you to play what you wanted rather than what the dice gave you, but the main thing I liked about random ability score generation was that it forced you to build around the array and play something you might not have thought about playing. But then again, I rarely got an opportunity (before joining this new group) to be a player for more than two or three sessions, so it wasn't like I was getting tired of being forced into something I didn't want to play.

Even with the Method V group, there was a considerable amount of cheating. Some players were pretty obviously showing up with characters that hadn't really rolled. Other players - like myself - were making 15 characters for fun (it legitimately was) under whatever system, and then picking the one that they wanted to play the most. If this happened to correspond to the character with the best stats, that was just a coincidence right? Interesting, the night I had joined the group that I found out had used method V, I was using method I and had made like 15 characters, ending up with an elven thief/M-U (which I'd never thought to play before). I had thought my ability scores, which included a 17 and a 16 would seem suspiciously good and was a little worried, but they complained that they were too low. So I rolled up Method V in front of them and ended up with a lucky 18 and a 17 - but all suspiciously still the lowest stats in the group (I think I was the only one who had an 11 in any ability score).

Over the next few years I grew increasingly frustrated (as a DM, not necessarily as a player) with 1e AD&D because of its limitations. By the mid-90s when I finally abandoned the game, I had decided that if I did run the game again I would use Method III for ability score generation based of some experiments with each of the four DMG methods. I liked that it very rarely generated an unplayable character and that it had a low standard deviation, with not too many 18's but almost no low scores. You'd generally have the two 16's that I considered necessary to build a viable long term character that was more than just the thespian skill you brought to the role.

When I went back to D&D in 3e I used a point buy variant I had picked up somewhere that I was really happy with. My evolving homebrew system had no dump stats, and just taking a lot of 14's was very viable, while you could buy up an 18 to shine in one area, you'd suffer in others. It made interesting characters and ensured even spotlight and that everyone got someone that they wanted to play. Early on I had allowed my old 1e random generation method, but I dropped it within a couple of years because 90% of the time if they rolled in front of me they ended up disappointed. Hoping for more points than what you were allocated was usually a losing proposition. It could happen, but it was like 1 in 6 times and even when it did happen, it really meant everyone who hadn't gambled was losing. Random generation was over for me.

But 1e is a different proposition, and giving up random generation would be giving up on an essential feel. So, here are the methods I would endorse if I was playing again.

a) Method III: 3d6 six times, take the best one, done six times in order
b) 5d6 take the best 3, six times, arrange to taste.
c) 6d6 take the best 3, six times, in order
d) Take the array 18, 17, 14, 13, 12, 10; arrange to taste.

Players could choose the method they prefer, but they have to roll in front of the group and play what they get. If you seem to be trying to evade the stipulation of playing what you get (by for example committing suicide), you are forced for future characters to take Method IX, which makes a perfectly good fighter or M-U; nothing fancy, but a solid character. Overall ability averages are quite high, and while I concede that each method has its drawbacks, they are all generous enough that we shouldn't have too much whining or cheating.

Which method would you prefer?

And, how to you handle ability score generation in 1e/2e AD&D?
 
Last edited:

log in or register to remove this ad

We use your method B above (5d6k3, arrange to suit), and have done since before I started playing.

Tried, tested, and true.

(side note: your suggested array in method D seems to be missing a number)
 

This choice is always interesting in Session Zero and forgotten almost immediately.

Among the choices you listed, I think that as a player I'd prefer (c) because I like the style of play where I adapt the storytelling to the rolls. A fighter with high Str but low Dex might be an ex-pirate with a pegleg for example. But I think most of my players would prefer the fixed array or (b).

I don't want my players to ever feel screwed over by bad luck in chargen, however. If they decide to roll, then everyone rolls to make an array, and then everyone chooses one of those arrays.
 

I've been using your method b except with 4d6 for decades. In fact, I'm not sure that I've ever really done anything different in D&D, except for one-shots where we used a pre-rolled array. I can't imagine I'd be interested in doing anything else.
 

We usually did just fine with 4d6k3 and arrange to suit. Notable variations I've played under:
Divide up 72 points between the 6 attributes.
Roll 4d6k3 until you get at least 16, then take next 5 rolls.
I thought they all worked reasonably well, though I do prefer the ones with rolling since each of the values is independent of the others.
 

For a long time, I used 4d6 drop lowest, rerolling any 1's, just to get the scores of 3-6 (pre-racial modifiers) off the table. It seemed to work out just fine, though I did once have a guy from a "power gaming" group make a character at my table and stare at an array with a 17, a 16, and nothing lower than 13 (what I felt was a great character) and just keep muttering "I can't do anything with these scores"...but he dropped after the first session and I think I was better off for it.
 

Definitely partial to Method III. Like you said, not a super high chance of an 18 (about 15%) in the array, and rolling in order generates the “Huh, I didn’t think I would play that” effect which is more desirable in a strongly random game like AD&D.

If you want to give players more control over their class choices, use method III but one stat of their choice becomes an 18 is interesting.
 

For a long time, I used 4d6 drop lowest, rerolling any 1's, just to get the scores of 3-6 (pre-racial modifiers) off the table. It seemed to work out just fine, though I did once have a guy from a "power gaming" group make a character at my table and stare at an array with a 17, a 16, and nothing lower than 13 (what I felt was a great character) and just keep muttering "I can't do anything with these scores"...but he dropped after the first session and I think I was better off for it.

Arrangeable 17, 16 allows for perfectly viable clerics and M-Us so he must have wanted something more broken than that, likely Cavelier or Barbarian or something that just goes nuts with multiple 18s. Equally, 17, 16 and nothing low can always make a decent though not OP Ranger. But I know the type, and yeah, the group was better off without him. If you can't build something with two 16+'s the most likely reason is that the player's aesthetics revolve around Fantasy and Competition and create in him a need to do everything better than anyone else. This sort of player can be a great gamer but is typically dysfunctional in social RPG play since it's not enough for that player to "win" or even (and this is permissible) "beat the GM", but they also tend to only be happy when they are winning in comparison to their fellow players and are envious when they aren't the center of attention and angry with the GM when they aren't allowed to have their plans validated.
 

But 1e is a different proposition, and giving up random generation would be giving up on an essential feel. So, here are the methods I would endorse if I was playing again.

a) Method III: 3d6 six times, take the best one, done six times in order
b) 5d6 take the best 3, six times, arrange to taste.
c) 6d6 take the best 3, six times, in order
d) Take the array 18, 17, 14, 12, 10; arrange to taste.

Players could choose the method they prefer, but they have to roll in front of the group and play what they get. If you seem to be trying to evade the stipulation of playing what you get (by for example committing suicide), you are forced for future characters to take Method IX, which makes a perfectly good fighter or M-U; nothing fancy, but a solid character. Overall ability averages are quite high, and while I concede that each method has its drawbacks, they are all generous enough that we shouldn't have too much whining or cheating.

Which method would you prefer?

And, how to you handle ability score generation in 1e/2e AD&D?
These are all good, thoughtful choices. I think your reasoning and conclusions are sound.

The last time I made a character for 1E we were given the option of any of the DMG methods, I picked Method III and got a pretty good Cleric (Str: 13, Int: 12, Wis: 17, Dex: 16, Con: 11, Cha: 13).

I like that your system gives options.

Another approach I've used is to have the players roll 3d6 six times arrange to taste (for systems built for it, like B/X or Shadowdark or TNU), or Method I, but to have all the players involved each roll one set, and then give access to all generated sets to all of the players. This means you keep randomness but you eliminate the tendency for Method I (or similar) to give you 1-2 lucky players, 1 sad unlucky one, and the rest kind of mediocre. And yes, of course all stats are generated in front of the group.

I also retain a record of the generated sets, and every time a PC dies and new character is made, that player generates a new set to add to the pool. This week one of my groups generated three new sets because we had a near-TPK last week. :LOL:

I suspect Method I would not be good enough for AD&D even with 4-6 sets, though, so maybe 5d6 take the best 3 would more apropos. Even 6d6 take the best 3 if I've only got a group of 3-4 players.
 
Last edited:

Back in the day we used 4d6 drop the lowest, arrange as you see fit. I never used it, but I kinda like BECMI's option to drop 2 points from another stat to raise your prime requisite by 1.
 

Recent & Upcoming Releases

Remove ads

Top