Character Generation
Overview
To create a character to play in the AD&D game, proceed, in order, through Chapters 1 through 6. (Chapter 5 is optional). These chapters will guide you through generating ability scores, choosing a race and class, deciding on alignment, selecting proficiencies, and equipping your character. Once these steps are complete, your character is ready for adventure!
Step 1: Roll Ability Scores
Chapter Reference: 1
Your character needs scores for Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma.
Step 2: Choose a Race
Chapter Reference: 2
See Table 7 for ability score requirements. Adjust your character's scores based on their chosen race: Dwarf (Constitution +1, Charisma -1), Elf (Dexterity +1, Constitution -1), Gnome (Intelligence +1, Wisdom -1), Half-elf (no adjustments), Halfling (Dexterity +1, Strength -1), Human (no adjustments). Consult tables 1-6 to record any bonuses and penalties associated with high or low ability scores. Refer to the racial descriptions in chapter 2 and note any special racial abilities. Finally, use Tables 10, 11, and 12 to determine your character's height, weight, starting age, and the effects of aging.
Step 3: Select a Class
Chapter Reference: 3
Choose a class that is available to your character's race: Dwarf (Fighter (F), Cleric (C), Thief (T), Fighter/Thief (F/T), Fighter/Cleric (F/C)), Elf (Fighter (F), Rogue (R), Mage (M), Cleric (C), Thief (T), Fighter/Mage (F/M), Fighter/Thief (F/T), Mage/Thief (M/T), Fighter/Mage/Thief (F/M/T)), Gnome (Fighter (F), Illusionist (I), Cleric (C), Thief (T), Fighter/Cleric (F/C), Fighter/Illusionist (F/I), Fighter/Thief (F/T), Cleric/Illusionist (C/I), Cleric/Thief (C/T), Illusionist/Thief (I/T)), Half-elf (Fighter (F), Rogue (R), Mage (M), Cleric (C), Druid (D), Thief (T), Bard (B), Fighter/Cleric (F/C), Fighter/Thief (F/T), Fighter/Druid (F/D), Fighter/Mage (F/M), Cleric/Rogue (C/R), Cleric/Mage (C/M), Thief/Mage (T/M), Fighter/Mage/Cleric (F/M/C), Fighter/Mage/Thief (F/M/T)), Halfling (Fighter (F), Cleric (C), Thief (T), Fighter/Thief (F/T)), Human (Fighter (F), Paladin (P), Ranger (R), Mage (M), Illusionist (I), Cleric (C), Druid (D), Thief (T), Bard (B)). Check Table 13 for class-based ability score restrictions. Read the class description to understand special abilities and restrictions. If your character is a fighter, paladin, or ranger, is not a halfling, and has a Strength score of 18, roll a d100 to determine exceptional Strength and consult Table 1 to adjust relevant bonuses. If your character is a mage, consult Table 4 to record their maximum spell level, chance to learn spells, and maximum number of spells per level; ask your DM about starting spells. If your character is a cleric, consult Table 5 to record bonus spells and the chance of spell failure, and note the spell spheres accessible to them. If your character is a thief, record base thieving skills from Table 26, modify them using Tables 27 and 28, and then distribute 60 points among those skills, with a maximum of 30 points per skill. If your character is a bard, note their thief abilities from Table 33, modify the percentages using Tables 27 and 28, and then distribute 20 points among these abilities.
Step 4: Choose an Alignment
Chapter Reference: 4
Select an alignment that aligns with your character's class restrictions: Paladin (lawful good), Ranger (lawful, neutral, or chaotic good), Mythos Priest (any alignment acceptable to their deity), Bard (any neutral combination), All other classes (any).
Step 5: Record Saving Throws and THAC0
Chapter Reference: 9
Consult Table 60 to determine your character's base saving throws. Refer to Table 53 to find your character's THAC0 (To Hit Armor Class 0).
Step 6: Roll Hit Points
Chapter Reference: 3
Roll the appropriate hit die for your character's class: Warrior (1d10), Priest (1d8), Rogue (1d6), Mage (1d4). If your character is multi-classed, roll the hit die for each class and average the results.
Step 7: Record Base Movement
Chapter Reference: 14
Find your character's base movement rate on Table 64 and record it. If the optional encumbrance rules are being used, also record the encumbrance categories from Table 47 and any modifications to movement rates and combat abilities.
Step 8: Select Proficiencies (Optional)
Chapter Reference: 5
Consult Table 34 to determine the number of weapon and nonweapon proficiency slots your character receives. Add the number of languages your character knows (from Table 4) to their number of nonweapon proficiencies. Choose your weapon proficiencies (fighters may select a weapon specialization). Then, select your nonweapon proficiencies and record their relevant abilities and check modifiers.
Step 9: Equip Your Character
Chapter Reference: 6
Consult Table 43 to determine your character's starting funds. Use Table 44 to select and purchase your character's starting equipment. Refer to Table 46 to determine your character's base armor class rating and modify it by their defensive adjustment. Record the weight, size, damage, rate of fire, and range for each weapon your character carries. If the optional rules for weapon type and speed factors are in use, include that information as well.