Character Creation Creating a character follows this ten step process.

  1. Roll for Ability Scores
  2. Choose a Class
  3. Exchange Ability Score points (if desired)
  4. Roll for Hit Points
  5. Roll for Money
  6. Buy equipment
  7. Figure out your Armor Class, Hit Roll Chart and Saving Throws
  8. Note adjustments for Ability Scores
  9. Give your Character a Name and Alignment
  10. Get ready to play

1. Roll for Ability Scores The first step is to generate Ability Scores, which are numbers between 3 and 18. To do this, roll three six-sided dice to get a number between 3 and 18, and do this six times. You now have six numbers in the range 3 to 18.
2. Choose a Class Pick a Class for your character, and assign the Ability Scores to the Abilities for that class. A whole website could be written about this; if you've never created a D&D character, talk with the DM!
As a rough guide, your Prime Requisite should be your highest Ability Score, with your next highest Ability Scores in CONstitution or DEXterity (usually!)
3. Exchange Ability Score points At this point, it is possible to raise a Prime Requisite by lowering other Ability Scores. This is like practicing hard to learn your Class, but at the cost of not developing another Ability at the same time. (For example, a Magic-User might study hard and neglect his exercise for a higher Intelligence, and end up with a lower Strength.)
The rules for exchanging Ability Points are: Your Prime Requisite (and only that score) goes up 1 point for each 2 points that another Ability Score goes down. Constitution and Charisma points can never be exchanged with others. Dexterity cannot be lowered (but it may be raised if you have a Thief or Halfling character).
No score can be lowered below 9. If it is already 10 or less, it cannot be lowered.
Or, you can of course roll another character!
4. Roll for Hit Points Different Classes have different numbers of hit points. Fighters and Dwarves need many because they take damage in battle. Magic-Users and Thieves have less hit points, and should try to stay out of fights. Other Classes are in between, and can fight if they must, but often avoid it if possible.
Find your character’s Class on the chart below, and roll one die to find your starting Hit Points.

ClassHit Point Dice
Fighter1d8
Dwarf1d8
Cleric1d6
Elf1d6
Halfling1d6
Magic-User1d4
Thief1d4

Now find your Constitution Score on the Bonuses and Penalties for Ability Scores Table below, and apply the bonus or penalty to the number of hit points you rolled. But whatever the adjustments, your hit points cannot be lowered to zero; you will have at least 1 hit point for each roll.
BONUSES AND PENALTIES FOR ABILITY SCORES
Ability ScoreAdjustment
3-3 Penalty
4-5-2 Penalty
6-8-1 Penalty
9-12No adjustment
13-15+l Bonus
16-17+2 Bonus
18+3 Bonus
(This chart is used for adjustments for most of the Ability Scores, and you will refer to it later.)
Each time you gain a Level of experience, you will roll for more Hit Points. And each time you roll, you adjust the roll according to your Constitution score.
5. Roll for Money Your character starts out with no possessions except for normal clothes and a little money, saved up over many years. You will need to go shopping for equipment, but first you must find out how much money you have.
Roll 3d6 (the total of 3 rolls of a six-sided die), and multiply the total by 10. (For example, if you roll 12, the total is 120.) This is the amount of gold pieces that you start with.
6. Buy Equipment Now you can spend your money on the equipment you need to go adventuring.
There are restrictions on what items you are allowed to have, especially on armor and weapons. For Example, a Magic User cannot wear any armor at all, and can only use a dagger for a weapon. It would be a waste of money for this Class to buy a sword or shield; instead, money can be saved or spent on oil, torches, and other items. Thieves, on the other hand, must buy Thieves’ Tools to be able to Open Locks.
Be careful shopping! You may forget to buy rope, for example, and suddenly find a need for it during an adventure - and if you didn’t buy it, you don’t have it. But remember also that money can be saved for buying expensive equipment later. Only buy what you need.
7. Figure out your:
  - Armor Class,
  - Hit Roll, and
  - Saving Throws
Armor Class is a combination of the type of armor you are wearing, plus any adjustments due to Dexterity. First, find your armor type on the chart below:
ARMOR CLASS
Armor TypeArmor Class
No armour9
Leather7
Chain Mail5
Plate Mail3
ShieldBonus of 1*
*If you bought a shield, subtract 1 from your Armor Class number. For example, Chain Mail alone is AC 5, but with a shield it drops to AC 4.
Next, find your Dexterity Score on the Bonuses and Penalties Table (above) and for every +1 bonus, subtract 1 from your Armor Class and for every -1 penalty, add 1 to your Armor Class.

Hit Roll: Every starting character has the same chances to hit. You will not change the chart until your character gets to a higher level. You may find magic weapons as treasures, which help your chances to hit as well as the damage done. Copy the numbers below into the boxes at the bottom of the Character Sheet (Hit Roll Needed):

CHARACTER HIT ROLL TABLE
Targets' AC9876543210-1
Roll1011121314151617181920
When you try to hit a monster, roll 1d20. Adjust the roll for your Strength, and find the total on the bottom line of the chart. You hit the Armor Class on the chart just above the roll. Announce what Armor Class you hit, and the DM will tell you whether you hit or missed your target. For example, if your total is 15, you say “I hit AC 4.” If the target was AC 4 or higher (AC 5, AC 6, etc.), then you have successfully hit.
If your adjusted total is 9 or less, then you miss, whatever the target is. If your adjusted total is 20 or more, then you hit, whatever the target is - as long as it’s possible to hit it. (There may indeed be things you can’t hit; you will know this is the case if your Dungeon Master says you missed, even with a total of 20 or more.)
The adjustments to the roll are based on your Strength score, according to the “Bonuses and Penalties” chart above. If you have an adjustment, write it down now, next to “Strength,” and remember to use it each time you make a Hit Roll.

Saving Throws are based on your Character Class and Level of Experience. Your Saving Throws will change at higher levels. Refer to the Saving Throws page. When making a Saving Throw against a magic spell, your Wisdom score may cause an adjustment. Find your Wisdom score on the “Bonuses and Penalties” chart, and write the adjustment down on the Character Sheet.


8. Note adjustments for Ability Scores You should now have most of the adjustments for Ability Scores noted on your Character Sheet. Your Strength, Wisdom, Dexterity, and Constitution bonuses or penalties have been explained in the steps taken so far. You should double-check to be sure they are correct, using the Bonuses and Penalties Table. All of these adjustments (if any) should be written on your Character Sheet in the spaces provided for them, next to the Ability Scores. Using the chart, fill in the bonus or penalty for your Intelligence Score.
9. Give your Character a Name and Alignment Your character may have a normal name, like “Gary” or “Candice,” or may have a fantasy name like “Felonius,” or just a nickname, like “Eagle-Eyes.”
Alignment is the way you actually want to play the character, not just the way the character should behave. The other characters don’t need to know what your Alignment is, but they should be able to figure it out by the way you play the character.
Very briefly, Lawful represents good, orderly characters; Neutral represents morally balanced characters, and Chaotic represents evil, selfish characters.
10. Get ready to play If your character can cast magic spells, you will need to select spells before starting your adventure. Magic-Users get 1 spell to start. Clerics do not get spells until they reach 2nd Level.
Your character will be adventuring with others, so you should talk with the other players to find out something about their characters.
Finally, get ready to have fun!