Each and every character has six principal characteristics, the character’s abilities. These abilities are Strength, Intelligence, Wisdom, Dexterity, Constitution, and Charisma.
The range of these abilities is between 3 and 18. The premise of the game is that each player character is above average—at least in some respects—and has superior potential.
Furthermore, it is usually essential to the character’s survival to be exceptional (with a rating of 15 or above) in no fewer than two ability characteristics.
Each ability score is determined by random number generation. The principal abilities are detailed as follows.
As AD&D is an ongoing game of fantasy adventuring, it is important to allow participants to generate a viable character of the race and profession which he or she desires. While it is possible to generate some fairly playable characters by rolling 3d6, there is often an extended period of attempts at finding a suitable one due to quirks of the dice. Furthermore, these rather marginal characters tend to have short life expectancy—which tends to discourage new players, as does having to make do with some character of a race and/or class which he or she really can't or won't identify with. Character generation, then, is a serious matter, and it is recommended that the following systems be used.
Four alternatives are offered for player characters:
All scores are recorded and arranged in the order the player desires. 4d6 are rolled, and the lowest die (or one of the lower) is discarded.
All scores are recorded and arranged as in Method I. 3d6 are rolled 12 times and the highest 6 scores are retained.
Scores rolled are according to each ability category, in order, STRENGTH, INTELLIGENCE, WISDOM, DEXTERITY, CONSTITUTION, CHARISMA. 3d6 are rolled 6 times for each ability, and the highest score in each category is retained for that category.
3d6 are rolled sufficient times to generate the 6 ability scores, in order, for 12 characters. The player then selects the single set of scores which he or she finds most desirable and these scores are noted on the character record sheet.
Non-Player Characters. You should, of course, set the ability scores of those NPCs you will use as parts of the milieu, particularly those of high level and power. Scores for high level NPC's must be high — how else could these figures have risen so high? Determine the ability scores of other non-player characters as follows:
General Characters: Roll 3d6 for each ability as usual, but use average scoring by considering any 1 as a 3 and any 6 as a 4.
Special Characters, Including Henchmen: Roll 3d6 as for general characters, but allow the full range (3-18) except in the ability or abilities which are germane to his or her profession, i.e. Strength for fighters, etc. For all such abilities either use one of the determination methods used for player characters OR add +1 to each die of the 3 rolled which scores under 6
Dwarven fighters with less than 17 Strength are limited to 7th level; those with 17 Strength are limited to 8th level.
Elven fighters with less than 17 Strength are limited to 5th level; those with 17 Strength are limited to 6th level.
Gnome fighters of less than 18 Strength are limited to 5th level.
Half-elven fighters of less than 17 Strength are limited to 6th level; those of 17 Strength are limited to 7th level.
Halfling fighters of Hairfeet sub-race, as well as all other types of sub-races with Strength of under 17, are limited to 4th level. Tallfellows of 17 Strength and Stouts of 18 Strength can work up to 5th level. Tallfellows that somehow obtain 18 Strength can work up to 6th level.
Elven magic-users with Intelligence of less than 17 are limited to 9th level; those with Intelligence of 17 are limited to 10th level.
Half-elven magic-users with Intelligence of less than 17 are limited to 6th level; those with Intelligence of 17 are limited to 7th level.
Gnome illusionists with Intelligence or Dexterity under 17 are limited to 5th level; those with both Intelligence and Dexterity of 17 are limited to 6th level.
Half-Orc thieves with Dexterity of less than 17 are limited to 6th level; those with Dexterity of 17 are limited to 7th level.
When a player character selects a class, this profession is assumed to be that which the character has been following previously, virtually to the exclusion of all other activities. Thus the particular individual is at 1st level of ability. However, some minor knowledge of certain mundane skills might belong to the player character - information and training from early years or incidentally picked up while the individual was in apprenticeship learning his or her primary professional skills of clericism, fighting, etc. If your particular campaign is aimed at a level of play where secondary skills can be taken into account, then use the table below to assign them to player characters, or even to henchmen if you so desire.
Assign a skill randomly, or select according to the background of your campaign. To determine if a second skill is known, roll on the table, and if the dice indicate a result of “two skills”, then assign a second, appropriate one.
When secondary skills are used, it is up to the DM to create and/or adjudicate situations in which these skills are used or useful to the player character. As a general rule, having a skill will give the character the ability to determine the general worth and soundness of an item, the ability to find food, make small repairs, or actually construct (crude) items.
For example, an individual with armorer skill could tell the quality of normal armor, repair chain links, or perhaps fashion certain weapons. To determine the extent of knowledge in question, simply assume the role of one of these skills, one that you know a little something about, and determine what could be done with this knowledge. Use this as a scale to weigh the relative ability of characters with secondary skills.
At the onset of each and every character's creation it is necessary that you establish his or her age. For player characters and henchmen you must use the appropriate table. You may do the same for other characters, or you may assign age as you see fit in light of the milieu you have developed, There are two tables, one for non-human (the demi-humans, part humans, and the like) and one for humans.
For multi-classed characters use the column which develops the highest age and use the greatest possible addition to the base age, i.e., do NOT generate the age variable by random die roll, but assign the maximum.
Bards begin at the age of the class in which they first begin.
Once character age is established, you must keep track of it from game year to game year. To normal game time years must be added any of the various unnatural causes of shortening life, i.e. aging. These effectively add years to the character's age. The effects of aging are given in the next section. The maximum age of any character is likewise explained.
In order to establish the overall effects of age, it is necessary to establish a number of standard age brackets for each race of characters. When age category is established, modify ability scores accordingly, making each change progressively from young adulthood, all additions and subtractions being cumulative.
The only ability which may exceed 18 due to age effects (unless age restricts this) is Wisdom.
Most adjustments are in whole numbers, so that 18 Strength drops to 17, even if it is from 18/00, as Exceptional Strength is not considered.
Young Adult. Subtract 1 point of Wisdom, add 1 point of Constitution.
Mature. Add 1 point of Strength, add 1 point of Wisdom.
Middle Aged. Subtract 1 point (or half exceptional rating) of Strength and 1 point of Constitution; add 1 point of Intelligence and 1 point of Wisdom.
Old. Subtract 2 points of Strength, 2 points of Dexterity, and 1 point of Constitution; add 1 point of Wisdom.
Venerable. Subtract 1 point of Strength, 1 point of Dexterity, and 1 point of Constitution; add 1 point of Intelligence and 1 point of Wisdom.
It is important to remember that adjustments cannot exceed racial maximums nor can they be used if they cause abilities to exceed stated maxi-mums. Likewise, any adjustments cannot lower any ability below racial or class minimums.
This is a serious matter, for unless the lifespan can otherwise be pro-longed, the character brought back from such death faces the prospect of soon dying again. Beyond the maximum age determined for the character in question, no form of magic which does not prolong life span will work.
(Thus, some characters may become liches....) Of course, multiple potions of longevity, wishes, and possibly magical devices will allow a greatly extended life span, but once a character dies due to old (venerable) age, then it is all over. If you make this clear, many participants will see the continuity of the family line as the way to achieve a sort of immortality
Unless the character dies of some other cause, he or she will live to old age. Use the following table to find the exact age at which a character will die of "natural" causes:
Use the die to determine the addition or subtraction according to the span of years in the category:
UNDER 100 = 1 year intervals
100 to 250 = 10 year intervals (+d10*)
OVER 250 = 20 year intervals (d20*)
* [Any result of 10 (on d10) or 20 (on d20) equals zero.]
Examples Of Maximum Age Determination
The dice rolled indicate the dwarf character will live to old age, lowest figure, + d8. As the span considered is 100 years, d8 stands for decades, so the character will live for 251 years + 10 to 80 years + 0 to 9 years. The same dwarf considered above is to live to old age, highest figure, -4. The variable is -10 to -40 years, -0 to 9 years.
The dice rolled for a half-orc character indicate that he will live to venerable age, highest figure, + d20. As the span considered is under 100 years, the character will live for 80 years + 0 to 19 years, or 80 to 99 years, as a result of 20 equals 0 years added to maximum venerable age shown for the character race.
The dice show that a high elf character will live to venerable age, lowest figure, + do. As the span of years for this character race is 400 years, the character will live to be 1201 + 20 to 120 years, + 0 to 19 years, or to an age of 1,221 to 1,340 years. Assume that the do shows 4, so 80 years are added (4 x 20 = 80) to bring life span to 1,281 (1,201 + 80), and then d20 is rolled and a 0 comes up, so total life span is 1,281 years (1,201 + 80 + 0 = 1,281).
[...] These tables do not actually give sufficient variation in upper limits of height and weight of humans, so you might find it necessary to allow the following height and weight variations for human player characters:
Human Male: Height — 2-20"; Weight — 10-200#
Human Female: Height — 2-12"; Weight — 10-120#
Your character is unusual, exceptional as compared to the norm. This applies to abilities and funds as well. Thus, he or she will have a large supply of coins with which to purchase equipment and supplies to begin adventuring.
[Astute] players will learn from the beginning that they are never able to obtain all of the goods they would like in order to feel safe and satisfied. The sums they begin with represent inherited monies and savings.
The possible number of gold pieces with which a player begins depends upon the character class:
Keen-eared individuals will gain a bonus of 1 or 2 in 20 (5% or 10%). Use chance of hearing a noise to determine if a character is keen-eared the first time he or she listens at a door, and if it is indicated, tell the player to note the fact for his or her character.
All humans, as well as those semi-humans and non-humans in close contact with people, speak the “common tongue”. This language is spoken by all states in the central campaign area, but your referee may well have areas in which the common tongue is different from that which your character speaks.
In addition to the common tongue, all intelligent creatures able to converse in speech use special languages particular to their alignment. These alignment languages are: Chaotic Evil, Chaotic Good, Chaotic Neutral, Lawful Evil, Lawful Good, Lawful Neutral, Neutral Evil, Neutral Good, and Neutrality. The alignment of the character will dictate which language he or she speaks, for only one alignment dialect can be used by a character (cf. The Assassin). If a character changes alignment, the previously known language is no longer able to be spoken by him or her.
In addition to the above, druids have their own special tongue, and thieves have their secret speech, the Thieves’ Cant. Therefore, a character will speak at least two languages—common and alignment. He or she might also be able to converse in the special patois of druids or thieves.
Semi-human and non-human characters are able to speak racial tongues as well. (See Character Races). In most campaigns, it is likely that open alignment speech will be frowned upon as a serious breach of social etiquette.
There are times — often if you attend many conventions — when you will have a group of players desiring to adventure in your campaign who have no suitable characters with which to do so. You might want only low, medium or high level characters for the particular scenario you have in mind, and regardless of level it is certain that you will not wish to have ultra-powerful (considering character level) or strange magic items in the group. It therefore becomes necessary to have the party generate special characters on the spot, and this takes up valuable playing time. In order to reduce this to a minimum, the following system, one which I have developed perforce from DMing many conventions, is suggested:
Abilities. Players roll 4d6, discard the low die, and arrange the scores as they like.
Race & Class. After generating ability stats, each player selects the race and class of his or her character as desired, making adjustments accordingly.
Alignment. Make certain that the alignments allowed to participants are not so diverse as to cause a breakdown in the game due to player quarrels. You may require players to select from two or three compatible alignment types if you think best — such as Neutral, Neutral Good, and Lawful Neutral, for example.
Level. For low level, you might use random dice to find out if players are levels 1-2, 1-3, 2-4; medium range might be 5-7, 5-8, or 7-9; upper range is typically 8-10, 8-11, or 9-12. Multi-class races are best handled by adding 1 level per profession to the level generated, and then dividing the total by the number of classes involved, counting all fractions as whole numbers.
Standard Equipment. Assuming that these are not Ist level characters, you will probably find it best to allow them to take whatever is desired, reminding them that they can only carry so much, and then quickly checking the character sheets before the start of the adventure. Whatever restrictions you decide to place upon standard items is, of course, your own business. Technologically impossible items, and items that you deem unlikely to be used can always be refused to the party.
Magic Items. If the party is assumed to have been adventuring for some time, however brief, then it is probable that one or more of their number would have acquired certain magic items. In order to reflect this likelihood, use the following tables for the various classes of adventurers, as applicable to your group:
Multiply level by percentage chance to determine odds; then roll percentile dice, and if the score is equal to or less than the percentage chance, the character has the item.
There is a 1% chance per level of experience of the character that any item will be above average - +2, or bracers of AC 5, for example. If the chance for having the item was greater than 90%, add the percentage above 90% to the chance for the item to be above average.
If the resulting roll indicates an above-average item, then see if it goes up to +3, or bracers of AC 4, on a straight 1% per level of experience chance.
Example. Gonzo the 9th level Ranger discovers that he has magic chain mail, having opted to take a sure thing with a 135% chance. Gonzo’s level (9) plus the percentage chance above 90% (45%) are added together to find the chance for +2 chain: 9% + 45% = 54%. Percentile dice are rolled, and the result is 51, so Gonzo has at least +2 chain. A third check is made, and it is discovered that he has just +2 as the dice roll was 99.
* As with protective items, only one category of weapons of this type may be had, so before finding odds the player must state which his or her character wishes to go for. ** Scimitar in the case of druids; short swords for characters less than 5-ft tall, long swords in all other cases, except the character may opt for a short sword if desired.
Chances for +2 or +3 weapons are the same as for protective items. You may alternately give special features to swords instead of further pluses, i.e., +1 sword Flame Tongue, or +2 sword, Giant Slayer. Add a crossbow of speed to +2 bolts if a +3 is indicated, otherwise double their number only.
You may allow characters to have whatever potion(s) suit them, or you can dice to find them at random. Any character with a score of 100% or more for having a potion MUST be allowed to select their own, as this reflects the fact that such characters would have supplies of them available to choose from.
* Thieves and assassins can have only one scroll type. If a spell scroll, they will be magic-user spells; Otherwise as [below].
** Determine randomly, but only normally useful spells for the sort of adventure undertaken.
*** Normally given only if no other types of scrolls are in the possession of the character; otherwise as above.
If the party is generally above 5th level and going into a hazardous area, or if the party is generally above 8th level, then you might determine it advantageous to award from one to four miscellaneous items according to the following list. Large groups are less likely to need such items. Higher level characters are more likely to have them despite numbers. Selection can be by you or by the party, as you deem best. You may add or delete items as desired, but remember that those shown are chosen to maintain a low key of power.
When you are thoroughly familiar with this system, you will be able to ready a party of players for an adventure with a minimum amount of time and effort on your part, and do so with relative assurance that they will be about right for the area they will adventure in.