Strength (STR). This determines a character’s physical power. Wisdom (WIS). This determines a character’s perception and insight. Dexterity (DEX). This determines a character’s agility. Intelligence (INT). This determines a character’s memory and mental acuity. Constitution (CON). This determines a character’s health and endurance. Charisma (CHA). This determines a character’s force of personality.

For example, wizards are primarily spellcasters, and their spells are intellect-based. That means the higher their Intelligence score is, the more effective they’ll be. Similarly, a martial class like a fighter relies more heavily on strength or dexterity. Intelligence isn’t a high priority for them, but they’ll need a high STR or DEX stat to make the most of their abilities. Keep in mind that every race option (elves, dwarves, and so on) comes with a couple of ability score bonuses. This can buff up ability scores you didn’t roll well on or make great ability scores exceptional.

A 10 is considered average for stats, so the modifier is 0. Stats lower than 10 have lower modifiers (-1, -2, and so on), while stats higher than 11 have higher modifiers. You can refer to the D&D rulebook for a modifier table. Say you roll a 12 for one of your character’s stats and assign it to their Charisma. The modifier for a 12 is +1, which means you’ll add a +1 to every Charisma-based check and saving throw you make.

For example, say you roll 4d6 and get a 2, 3, 5, and 6. Discard the 2 since it’s the lowest number, and add 3, 5, and 6 for a total of 14. Most character stats fall somewhere between an 8 (considered fairly low) and 18 (the highest you can roll). This is usually referred to as the “Manual/Rolled” method for calculating ability scores. It’s also the most widely used because it’s old-school; it’s the original stat-rolling method from when D&D first began.

For example, after rolling the 14 above, you might continue rolling dice in groups of 4d6 and end up with the 6-stat array: 9, 10, 13, 14, 15, and 17. You can assign stats however you want, but it’s a good idea to hold off on assigning any until you’ve rolled all 6. That way, you can look at all your options and figure out where each number would best suit your character.

For example, say you’re playing a sorcerer. Sorcerers rely on Charisma-based spellcasting in combat, making Charisma their primary stat. Assigning the 17 to your character’s CHA score would make the most sense! From there, assign the other stats based on how important you think they’ll be. For example, a sorcerer will probably make a lot of Concentration saves, which relies on Constitution, so assigning the 15 to their CON score is a solid choice. Some enjoy assigning stats based on roleplaying potential rather than effectiveness in battle. For example, sorcerers don’t really need strength, but you could play a ridiculously strong bodybuilder sorcerer anyway.

This is a useful method for beginners or anyone who prefers using a set of “average” stats to taking a risk and rolling them. It’s also useful if you’re making a character in a hurry—especially for a quick one-shot game or creating a relatively short campaign.

To increase any stat below 13, it only takes 1 point. However, scores of 14-15 take 2 points to increase. You can find a complete table in the D&D 5e rulebook. For example, if you begin with an intelligence score of 8 and want to increase it to 15, it’ll consume a total of 9 points (5 points for every increase through 13 and 4 points for increasing the score from 13 to 15). Some players like this method because it allows them to customize their stats without having to roll dice.

There are entertaining roleplaying opportunities even when you roll low stats! After all, playing D&D tends to be more enjoyable when you focus on having fun rather than the results of every roll. For example, consider the humor in playing a low-intelligence fighter who can’t tie their own shoes or a low-constitution wizard who needs to be carried every time the party does something strenuous!

Rolling can also be risky because it might feel slightly unfair if your stats are much lower overall than another person’s. If you’re worried about rolling too low on your stats, talk to your DM (Dungeon Master). There are plenty of homebrew rules out there you can use to level the playing field—or you could just use one of the other methods listed here.

With group rolling, you can exchange a low stat you rolled with a high stat that another player rolled if you feel like you have too many low stats.

If you or your DM don’t want to reroll every 1 that might come your way, you could institute a house rule allowing a certain number of rerolls. That way, you must be a little judicious about rerolling dice.

Alternatively, you could roll all 6 of your stats and then replace the lowest one with a 16. This guarantees you’ll have at least one higher stat in your array and not as many low stats.

This rule is easy enough to follow; simply allow players to spend 3 points each to increase a stat to 16 or 17, 4 points for 18, and so on.