The Simple Steps to Character Creation
Each character has six abilities: Strength (STR), Intelligence (INT), Wisdom (WIS), Dexterity (DEX), Constitution (CON), and Charisma (CHA). The first step in creating a character is to determine these six scores.These six scores will affect a character's possible profession. Each character class has minimum scores in a certain category called the Prime Requisite -- for example, Fighters must have a Strength of at least 9, as Strength is their prime requìsite. The prime requisite for each class is listed with that class later.
Roll the dice for random generation of scores.
You will roll 4d6 on the dice roller, discarding the lowest roll to obtain a score. Do this seven times and keep the best six scores.
Explanations of Attributes (as used in this game):
STR "Strength" is a measure of muscle power and the ability to use that power. Any character with a Strength score of 13 or above should consider one of the following four classes: fighter, dwarf, elf, or halfling. Strength is the prime requisite for the classes of fighter and dwarf, and one of the two prime requisites for the classes of elf and halfling.
INT "Intelligence" is the ability to learn and remember knowledge, and the ability to solve problems. Characters with an intelligence score of 13 or better should consider the classes of magic-user or elf. Intelligence is the prime requisite for magic-users, and one of the prime requisites for elves.
WIS "Wisdom" refers to inspiration, intuition, common sense, and shrewdness. Wisdom aids in solving problems when Intelligence is not enough. A character with a Wisdom score of 13 or greater should consider the class of cleric, since Wisdom is the prime requisite of that class.
DEX "Dexterity" is a measure of speed and agility. A character with a high Dexterity score is "good with their hands" and has a good sense of balance. A character with a Dexterity score of 13 or greater should consider the classes of thief and halfling. Dexterity is the prime requisite of thieves and one of the prime requisites of halflings.
CON "Constitution" is a combination of health and endurance (the ability to hold up under pressure). It directly influences every class, possibly changing the number of hit points a character has. Constitution is never a prime requisite.
CHA "Charisma" is a combination of appearance, personal charm, and leadership ability. It helps the DM decide exactly how a monster will react to a player character. It also affects the number of retainers a character can hire and the morale of these hirelings. Charisma is never a prime requisite.