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October 23, 2026 · numbers · 5 min read

How to Roll Ability Scores in 5e, With Odds for Each Method

How 4d6 drop lowest, 3d6, 2d6 + 6, the standard array, and point buy work for 5e ability scores, with the real odds and how modifiers are calculated.

Last updated October 23, 2026 · 5 min read

The D&D Ability Score Roller rolls a full set of six ability scores for a 5e character. It shows every die, the score, its modifier, and the set total, so the whole table can see how each number came about. This guide covers the methods it supports, the odds behind them, and how to turn a set of numbers into a character.

The six abilities

Every 5e character has six ability scores: Strength (STR), Dexterity (DEX), Constitution (CON), Intelligence (INT), Wisdom (WIS), and Charisma (CHA). Each score has a modifier, and the modifier is what you actually add to most rolls.

The modifier is the score minus 10, divided by 2, rounded down:

| Score | Modifier | |---|---| | 3 | -4 | | 4–5 | -3 | | 6–7 | -2 | | 8–9 | -1 | | 10–11 | +0 | | 12–13 | +1 | | 14–15 | +2 | | 16–17 | +3 | | 18–19 | +4 | | 20 | +5 |

Because of the rounding, an odd score gives the same modifier as the even score below it. A 15 is +2, just like a 14. That matters later, because an ability score increase that lifts a 15 to a 16 gains you a full +1.

The methods in the roller

4d6, drop lowest. This is the random method in the 5e rules. Roll four six-sided dice, ignore the lowest one, and add the other three. Repeat six times. The roller shows the dropped die in brackets: "rolled 6, 5, 4, [2]" is a 15.

3d6. Roll three dice and add them, with nothing dropped. This is how scores were rolled in the earliest editions of the game, often strictly in order. It is not one of the 5e methods, but some groups use it for a gritty or old-school game where the dice choose your class.

2d6 + 6. Roll two dice and add 6. It is a house rule, not part of the official rules, and its appeal is that no score can be lower than 8 or higher than 18.

Standard array. No dice at all: you get 15, 14, 13, 12, 10, and 8 and place them as you like. It is in the 5e rules for groups who want every character to start on equal footing.

The odds

These numbers come from working through every possible roll (1,296 for four dice) and were checked against 100,000 simulated rolls.

| Method | Range per score | Average per score | Average set total | |---|---|---|---| | 4d6, drop lowest | 3–18 | 12.24 | about 73.5 | | 3d6 | 3–18 | 10.5 | 63 | | 2d6 + 6 | 8–18 | 13 | 78 | | Standard array | 8–15 | n/a | 72 |

A few details about 4d6, drop lowest:

  • The most likely single score is 13, at about 13.3%.
  • An 18 happens 21 times in 1,296 rolls, about 1.6%.
  • About 23% of scores are 15 or higher, and about 10.5% are 8 or lower.

So an average rolled set is a little stronger than the standard array, but it can swing a lot in both directions. That swing is the point for groups who like random characters, and the reason other groups prefer the array or point buy.

In order or unassigned?

In order puts the first score in STR, the second in DEX, and so on down to CHA. It is the classic way to play 3d6 and a fun challenge with any method, because you build the character around whatever the dice gave you.

Unassigned sorts the six scores from high to low and lets you place them. This is how the 5e rules describe the random method, and it is what most players want. A common approach is to put the highest score in your class's main ability, the next in Constitution (for hit points) or Dexterity (for armor class), and the lowest in whichever ability your character needs least.

Point buy

Point buy is the third method in the 5e rules, and it does not involve dice, so it is not in the roller. You have 27 points. Every score starts at 8, and no score can be bought above 15. The costs are:

| Score | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | |---|---|---|---|---|---|---|---|---| | Cost | 0 | 1 | 2 | 3 | 4 | 5 | 7 | 9 |

The standard array costs exactly 27 points, so it is one possible point-buy result. Another is three 15s and three 8s.

Whichever method you use, the scores you get are before any ability score increases. Add those afterward, from your race or your background, depending on which version of the rules your table uses.

Keeping it fair at the table

  • Agree on the rules first: the method, how many sets, and whether you can pick between them.
  • Roll where people can see it. The roller shows every die so the result is easy to check, and you can share a screenshot.
  • Do not roll until you like it. If your table allows several sets, roll them all at once and pick, rather than rolling one at a time.