Things You'll Need:
- AD&D Player's Handbooks
- Character Record Sheets
- Pencils
- Notebook Papers
- Pencils
- AD&D Adventure Dice Sets (7 Dice Set)
- Dice
- Pencils
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Step 1
Use a preprinted character sheet or make your own. Search the Web for different worksheets that will help you make your character.
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Step 2
Determine your ability scores (or stats). Abilities are divided into physical traits (Strength, Dexterity, Constitution) and mental traits (Intelligence, Charisma, Wisdom).
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Step 3
Roll three 6-sided dice. Add the total and write this number next to Strength.
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Step 4
Repeat this for each ability.
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Step 5
Choose a name for your character. The setting for most D&D campaigns is medieval fantasy.
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Step 6
Identify your strengths and weaknesses. High numbers are your best abilities; low numbers are your shortcomings. Don't worry too much about those low numbers, however. They help you define your character.
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Step 7
Choose a race. The races are Dwarf, Elf, Gnome, Half-Elf, Human and Halfling. Keep in mind that your race may be limited by your stats and that some races will alter ability scores.
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Step 8
Pick a Dwarf if your Strength score is between 8 and 18, your Dexterity is between 3 and 17, your Constitution is between 11 and 18 and your Charisma is between 3 and 17. Add 1 to your Constitution stat and subtract 1 from your Charisma.
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Step 9
Pick an Elf if your Dexterity score is between 6 and 18, your Constitution is between 7 and 18, your Intelligence is between 8 and 18 and your Charisma is between 8 and 17. Add 1 to your Dexterity stat and subtract 1 from your Constitution.
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Step 10
Pick a Gnome if your Strength score is between 6 and 18, your Constitution is between 8 and 18 and your Intelligence is between 6 and 18. Add 1 to your Intelligence stat and subtract 1 from your Wisdom.
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Step 11
Pick a Half-Elf if your Dexterity score is between 6 and 18, your Constitution is between 6 and 18 and your Intelligence is between 4 and 18.
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Step 12
Pick a Halfling if your Strength score is between 7 and 18, your Dexterity is between 7 and 18, your Constitution is between 10 and 18, your Intelligence is between 6 and 18 and your Wisdom is between 3 and 17. Add 1 to your Dexterity stat and subtract 1 from your Strength.
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Step 13
Decide on your character class - your character's job or profession. Choose from Fighter, Mage (Wizard), Cleric (Priest) and Thief.
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Step 14
Be aware that there are minimum scores for each class. Fighters must have a minimum Strength stat of 9; Mages must have a minimum of 9 in Intelligence; Clerics need a minimum of 9 in Wisdom; and Thieves must have at least a stat of 9 in Dexterity.
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Step 15
Pick an Alignment. This is a way to describe the character's outlook on life and the world. There are nine alignments based on two groupings. The first is the continuum of order to chaos and contains the descriptors Lawful, Neutral and Chaotic. The second group ranges from good to evil and includes a neutral category as well. (Neutral Neutral is called True Neutral.) An example of Chaotic Good would be a person who may disregard rules but is, in general, a good person who cares about others.
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Step 16
Think about your character. Your stats, race, class and alignment will help you build a framework that you can now fill in. Where did he or she come from? What is he or she like? What are your character's likes, dislikes and goals? This is where your low stats can be explained. A low Charisma might mean your character is a follower or shy or maybe just doesn't inspire people. Maybe your character is ugly or has lousy manners. If he or she has a low Dexterity score as well, perhaps your character is overweight and clumsy. Here's your chance to personalize your character!
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Step 17
Finish by determining your character's weight and height, any languages he may know, proficiencies with weapons and spells, his appearance and his personal background.








Comments
mrjoshpette said
on 6/25/2009 how do you calculate "attack bonus" and "saving throws"?
fiirvoen said
on 2/12/2009 Remember, your character's alignment should match their behavior. If you are a cleric or paladin, you could lose your power by performing an act counter to your alignment. Your alignment shouldn't determine your behavior, your behavior determines your alignment.
MaxArko said
on 11/23/2008 How do you get HP?
MaxArko said
on 11/23/2008 How do you get the HP for each new character?
thecardman said
on 8/22/2008 There are classically more character statistic generating methods than simply using three 6-sided dice per stat. Your game DM (Dungeon Master), GM (Game Master), or simply put, the game referee, will determine which method to use.
In 1st Edition Advanced D&D (probably the most iconic version, advertised on TV, seen in the animated cartoon, and played from the mid-70's until the 2nd Edition was published in 1989) there were methods such as making four rolls of the d6 type dice and taking the highest three to produce a total. A player could then choose which statistic to apply this number to. This gave players more options over what class of character to play.
Later in the 90's there came a 3rd Edition, a slightly altered 3.5 Edition, and in June 2008, the 4th Edition D&D was released.
It should be noted that thousands of players still adhere to whatever earlier version they preferre