Home > DnD > Making D&D Characters: Drow 3

Making D&D Characters: Drow 3

I’m actually pretty bad at introductions. Can’t think of what to say, or how to start saying it.

Today, we’re doing one of the most important steps in character creation. Literally, we can’t go much farther without it. Today, we’re rolling and assigning stats. Stats in D&D are going to determine nearly everything about our characters and how they perform mechanically. It’s also a really good way to see someone’s strengths and weaknesses without having to read their entire character sheet.

A human who is completely average has a score of 10. Therefore, someone with an Intelligence score of 10 has the intelligence of an average human. Considering the scores that can be reached in D&D, 10 seems pretty low in comparison, but it’s a good base to start from when rolling Level 1 characters, and for the purpose of character creation always begin at the lowest level and work your way up to the starting one.

So how do the numbers work? Well, whenever you roll a die in D&D, that random outcome of your die roll is nearly always accompanied by a modifier determined by, essentially, your stats. Each 2 points in the score above 10 give a modifier of +1. So an average Int score of 10 would give +0, and an Int score of 15 would give +2.

EXAMPLES! Also, this is probably some sort of melee based combatant.

So first up is to roll some numbers. In my group, we roll 4D6, take away the lowest value and add the rest together, six times. A few quick rolls of the dice later and I have;

18, 16, 15, 14, 13, 10

Ordered from highest to lowest because that will be important for the next bit. You may notice an 18 there, the highest possible total by rolling three sixes, which is a really nice start, as well as the lowest score being only the average number 10. If you’re really interested in some hard data behind rolling stats on new characters, read this.

So, on to allocating stats.

First up is Strength. Strength governs physical ability, so this affects our ability to hit with melee weapons, and the amount of damage weapons do. Since my Rogue looks to other areas to increase damage by a more significant number than a few points in Str, this is the dump stat, the least useful. Lowest value goes here. Str: 10

Dexterity. This stat really does a lot for a Rogue. It affects the ability to hit with ranged weapons, it affects our most important skills Hide and Move Silently, it gives a bonus to armour and improves our Reflex save. Most importantly, this is one of the few things that can affect the Initiative score, the number that helps decide who moves first in combat. I need to be moving first to get Sneak Attacks off or to Hide at the beginning of battle. This is the most important stat for a rogue, so the highest number goes here. Dex: 18

Constitution affects HP growth and Fortitude checks. I need HP so I can survive a hit if I’m seen, but not too high a number as I won’t be trying to improve it. Con: 14

Intelligence for Rogues lies primarily with Skill growth. We like having our Skills as high as possible especially for Hide and Move Silently. Int: 16

Wisdom affects the Will save, but also affects certain useful skills like Spot, Listen and Sense Motive. Wis: 15

Lastly Charisma affects all the influence checks like Bluff, Diplomacy, etc. I do want a high Bluff check, but it’s not super important when it’s the only thing this stat will affect on my Rogue, making this the second dump stat. Cha: 13

All done… but not quite. It looks good, but lets apply those stat modifiers for being a Drow from part 1. My scores now look like;

Str: 10 (+0)

Dex: 20 (+5)

Con: 12 (+1)

Int: 18 (+4)

Wis: 15 (+2)

Cha: 15 (+2)

This is why the low score didn’t go into Con, the negative bonus for being an Elf hurts HP, and while this character will be a bit of a glass cannon, I don’t want to be dropping dead at the first successful hit (unconscious is fine though). And even then, these scores aren’t final, but that will be another time.

Lastly, I’m going to round off this post by rolling the last number I need to, my HP. A Rogue has a Hit Dice of D6, and I’m level 6. So a level 1 character starts with max HP (6), then rolls the Hit Dice for each level gained. Level 6 is 5 levels gained, so roll 5D6 = 4+5+3+5+2 = 19. 19+6 = 25 HP. Lastly, we add our Level x Con modifier to that.

This gives my Rogue 31 HP. And we’re done rolling dice! Next time: skills.

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  1. June 17, 2012 at 12:51 am

    18 16 15 14 12 10… oh god so OP

    • June 17, 2012 at 12:11 pm

      You should have been there when I rolled my Bard up; 18, 18, 16, 16, 12, 10. And that one had witnesses. I even offered to nerf my rolls except the DM said “No, that was fair and square”.

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