What’s the Best D&D Stat Generation Method for Your Game?

What’s the Best D&D Stat Generation Method for Your Game?

By Luke Hart

Today, we’re diving into a foundational part of character creation: how to generate ability scores, also known as stats. We’ll go over the three primary methods—rolling dice, point buy, and standard array—discussing their pros and cons, and helping you decide which method works best for your game.

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Watch or listen to this article by clicking the video below.

1. Rolling Dice

Dice rolling is the classic way to generate stats and offers a wide range of excitement—and variance.

3d6 In Order

This old-school method involves rolling 3d6 six times and assigning the numbers in order to Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma.

Let’s roll an example:

  • Roll 1: 4 + 3 + 2 = 9 (Strength)
  • Roll 2: 1 + 1 + 3 = 5 (Dexterity)
  • Roll 3: 4 + 4 + 3 = 11 (Constitution)
  • Roll 4: 5 + 3 + 3 = 11 (Intelligence)
  • Roll 5: 6 + 1 + 3 = 10 (Wisdom)
  • Roll 6: 5 + 4 + 4 = 13 (Charisma)

You’re not exactly rolling a powerhouse. These scores might steer you toward a Charisma-based class, like a bard, but even then you’d be starting at a disadvantage.

This method forces adaptability. You build your character based on what you rolled, which can encourage creative thinking and new experiences. But it also means you might not get to play the class you wanted. And your stats are generally weaker than any other method.

This is great for gritty, low-power campaigns where character death is common and power progression is slower. Just know that most modern players—especially newer or younger ones—might not enjoy starting off so limited.

4d6 Drop the Lowest, Rearrange

This more generous option involves rolling 4d6, dropping the lowest die, and doing that six times. Then you assign the results however you like.

Here’s an example:

  • Roll 1: 5, 4, 2, 4 → Drop 2 → 13
  • Roll 2: 3, 1, 3, 1 → Drop 1 → 7
  • Roll 3: 2, 4, 3, 5 → Drop 2 → 12
  • Roll 4: 6, 6, 6, 6 → Drop 6? Doesn’t matter—18!
  • Roll 5: 5, 4, 2, 3 → Drop 2 → 12
  • Roll 6: 4, 5, 2, 3 → Drop 2 → 12

Now you’ve got 18, 13, 12, 12, 12, and 7. You can easily assign that 18 to your primary stat—say Charisma for a bard—and start off extremely strong.

Pros:

  • Characters start more capable
  • You can play almost any class you want
  • It’s exciting and fun to roll

Cons:

  • Less growth during leveling
  • Results vary between players
  • It can create imbalance at the table

And let’s be honest—some players will walk away with a 7 in their main stat and feel bummed while someone else gets a bunch of 16s. That’s not always fun.

Pro tip: Always have the GM present when players roll for stats. Even if you trust your players, this removes temptation and ensures fairness.

Rolling Variants

There are dozens of homebrew variations:

  • 3d6 in order but choose the order afterward
  • 4d6 drop the lowest, but assign them in order
  • 5d6 drop two lowest, etc.

If your table enjoys tinkering, you can customize how generous or strict your version is.

2. Point Buy

Point Buy is detailed on page 13 of the Dungeon Master’s Guide (though it’s weirdly labeled as “Customizing Ability Scores” instead of just “Point Buy”—but whatever).

You start with 27 points and “buy” your stats using a cost table. Higher stats cost more points.

Example:

Let’s say you’re building a bard.

  1. Spend 9 points to get Charisma 15
  2. Spend 7 points to get Dexterity 14
  3. Spend 5 points to get Constitution 13
  4. You’ve got 6 points left—so maybe go with Intelligence 10, Wisdom 10, Strength 8.

Add in your racial modifiers or origin features, and you’ve got a well-balanced, efficient character.

Pros:

  • Total control over your stats
  • All players start on a level playing field
  • Perfect for backup characters or building away from the table

Cons:

  • It’s less exciting than rolling
  • Stats tend to be average, not spectacular
  • Doesn’t have the same high-risk/high-reward vibe

But overall, Point Buy is the most balanced and fair system. No surprises, no drama—just results you can count on.

3. Standard Array

Found (barely) in the Dungeon Master’s Guide, this method gives you a preset list: 15, 14, 13, 12, 10, 8. You assign them to your stats however you want.

That’s it.

Pros:

  • Extremely easy to explain
  • Great for brand-new players

Cons:

  • Zero flexibility
  • No randomness
  • No optimization based on race or background
  • Can feel “meh” compared to other methods

Some GMs prefer it for simplicity and fairness. If you’re one of them, cool. But honestly? I don’t see much appeal unless I’m running a quick one-shot or teaching total beginners.

What’s the Best Method?

As a GM:

I mostly use Point Buy these days. It’s balanced, easy to manage, and lets players build backup characters without me needing to supervise their rolls. I used to use 4d6 drop the lowest, but I saw too many players get frustrated by poor rolls. I want my players to enjoy the characters they create.

As a Player:

I love rolling dice. It’s fun. It’s risky. And if I get bad stats? I roleplay the flaws. Plus, I usually die before level 5 anyway, so it’s not like I’m stuck for long.

Final Advice

Talk to your players during Session Zero. Get a feel for what they want. Do they love the thrill of the dice? Or would they prefer balanced, reliable stats? You, as the game master, get the final say—but it’s always worth having that conversation. It helps build buy-in, and it helps make the game more fun for everyone at the table.

Whether you roll, point buy, or default to standard array, remember: what matters most is that your players are excited to play their characters. The stats are just the starting point.

So, choose a method, grab some dice (or not), and get back to prepping awesome games.

 

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