How To Create A Player Character

1. On a blank sheet of paper, write down the names of the six player character abilities: Strength, Intelligence, Wisdom, Dexterity, Constitution, and Charisma (in that order). If a **Dungeons & Dragons Character Record Sheet** is being used, the six names will already be printed on the sheet. It may be useful to glance at the example character record sheet hereafter (page B14) to see the form that such a sheet takes.

2. Roll 3d6 (for a result of 3-18) for each ability and put the result in pencil next to the name of the ability.

3. Read the sections on **Character Abilities** (page B6) and **Character Classes** (pages B9-10), and choose a class which best suits your character.

4. Write down any special abilities your character possesses because of the class, for future reference (keeping in mind that your character is 1st level). Magic-users and elves should choose one spell, consulting the section on **Magic-user and Elf Spells** (pages B16-17).

5. Read the section on **Ability Score Adjustments** (page B6), and then adjust your character's ability scores, if so desired.

6. Consult the table of **Bonuses and Penalties** (page B7) and make a note of the results next to exceptional ability scores.

7. Set aside a section of the paper for **Experience Points** or **XP**. As a new character, mark down “0” for the number of starting XP. For future reference, make a note of the number of XP needed to advance to second level.

8. Determine the number of hit points your character has by rolling the appropriate type of hit die (as mentioned in the class description). Record the number in a special area marked hit points or hp.

9. Read the section on **Character Alignment** (page B11) and choose an alignment for your character. Record the alignment next to your character's name.

10. Roll 3d6 and multiply the result by 10. This new number is the total amount of money or gold pieces (abbreviated **gp**) your character starts with and can spend on equipment for adventures. Record this amount in a section marked **Money** or **gp**.

11. Consult the table of **Costs of Equipment and Weapons** (page B12) and "buy" whatever equipment your character desires, within the limits of his or her starting amount of gp and class restrictions (for example, magic-users may not wear armor). Write down the equipment you have purchased on the back of the paper.

12. Now that you know what type of armor your character will be wearing, check the **Armor Class** table (page B12), and write down the number of your character's Armor Class in a section marked **Armor Class** or **AC**.

13. Find the **Character Attacks** table (page B27) and record the scores your character needs to hit the various armor classes when in battle. Check the **Saving Throws** table (page B26) and write down the various scores that your character may need to roll as saving throws during an adventure. Part 4 of this booklet (**The Encounter**) contains an explanation of these numbers and how they are used.

14. If you have not already done so, name your character. If any problems have come up while creating your character, double-check with the example of character creation on page B13.

1. Roll for ability scores.
2. Choose a class; note special abilities and spells.
3. Adjust scores as desired; note bonuses for high scores.
4. Roll hit points.
5. Roll for money; equip the character.
6. Find Armor Class, attack, and saving throw numbers.
7. Name the character.