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D&D Stat Roller (4d6 Drop Lowest)

Roll ability scores using the classic 4d6 drop lowest method. Our interactive stat roller generates all six scores with full transparency on each die rolled.

Stat Roller (4d6 Drop Lowest)

How 4d6 Drop Lowest works: Roll 4 six-sided dice, drop the lowest die, and sum the remaining three. Repeat 6 times to generate your ability scores.

How 4d6 Drop Lowest Works

The 4d6 drop lowest method is the most popular way to roll ability scores in D&D 5e.

The Process:
1. Roll four six-sided dice (4d6)
2. Remove the lowest die result
3. Sum the remaining three dice
4. This gives you one ability score (range: 3-18)
5. Repeat this process six times for all six ability scores

Example Roll:

  • You roll: 4, 6, 2, 5
  • Drop the lowest (2)
  • Sum the rest: 4 + 6 + 5 = 15
After Rolling:
  • Assign each of your six results to your six ability scores however you want
  • Apply racial bonuses to the final assigned scores
  • There's no rule requiring you to assign them in order

Probability and Statistics

Expected Results:
The average result for 4d6 drop lowest is approximately 12.24 per ability score, with a total array average around 73.5.

Score Probabilities:

  • 18: ~1.6% (rare but exciting)
  • 17: ~4.2%
  • 16: ~7.3%
  • 15: ~10.1%
  • 14: ~12.3%
  • 13: ~13.3%
  • 12: ~13.0%
  • 11: ~11.4%
  • 10: ~9.4%
  • 9 or lower: ~17.4%
What This Means:
  • Most results fall between 10-15
  • Getting an 18 is exciting but not expected
  • Getting multiple scores below 10 is uncommon
  • The "drop lowest" mechanic skews results higher than straight 3d6
Comparing to Other Methods:
  • Standard Array (72 total): 4d6 drop lowest averages slightly higher
  • Point Buy (72-75 equivalent): Rolling can exceed point buy's 15 maximum
  • 3d6 straight (average 10.5 per stat): 4d6 drop lowest is significantly better

Variant Rolling Methods

Many groups modify the standard rolling method. Here are common variants:

Roll 4d6 Drop Lowest (Standard):

  • As described above
  • Most common method
  • PHB official method
3d6 Straight:
  • Roll 3d6 and take the total
  • More random, lower average
  • "Old school" D&D feel
  • Can result in very weak characters
4d6 Drop Lowest, Reroll 1s:
  • Any 1s are rerolled before dropping
  • Higher average scores
  • Minimum score is 6 instead of 3
Roll 4d6 Seven Times, Drop Lowest Array:
  • Roll seven sets of 4d6 drop lowest
  • Discard your worst result
  • Gives one "free" bad roll
Group Array:
  • One player rolls six stats
  • Everyone uses the same array
  • Ensures party balance while keeping randomness
Roll Two Arrays, Pick One:
  • Roll two complete sets of stats
  • Choose which array to use
  • Safety net for bad rolls
Minimum Total Rule:
  • If your total (sum of all six) is below a threshold (often 70 or 72), reroll everything
  • Prevents extremely weak characters
DM Considerations:
Before rolling, discuss with your DM which method they prefer and what safety nets exist for poor rolls.

Assigning Your Rolls

Priority by Class:

After rolling, you need to assign each number to an ability. Here's general guidance:

Primary Stat First:

  • Barbarian, Fighter (melee): Strength
  • Ranger, Rogue, Fighter (ranged): Dexterity
  • Wizard, Artificer: Intelligence
  • Cleric, Druid, Monk: Wisdom
  • Bard, Paladin, Sorcerer, Warlock: Charisma
Constitution is Always Second:
Every character needs hit points. Put your second-best roll in Constitution.

Dump Stats:
Your lowest rolls typically go to stats your class doesn't use:

  • Casters can usually dump Strength
  • Barbarians can dump Intelligence
  • Dexterity is hard to dump (AC, initiative, common saves)
  • Wisdom is risky to dump (many dangerous effects target WIS saves)
Example Assignment (Fighter):
Rolls: 16, 14, 13, 12, 10, 8
  • STR: 16 (primary attack stat)
  • CON: 14 (HP and concentration)
  • DEX: 13 (AC in medium armor, initiative)
  • WIS: 12 (saving throws)
  • CHA: 10 (social situations)
  • INT: 8 (dump stat)
Consider Racial Bonuses:
If your race gives +2 DEX and you rolled 16, 15, 14, 13, 10, 8:
  • You might put 14 in DEX (becomes 16 with racial)
  • Put 16 in your secondary stat
  • This spreads your power more evenly

Rolling Etiquette

Table Rules:

Roll in Front of the Group:
Most DMs require stats be rolled where everyone can see. This prevents "miraculously good" home rolls.

Use Designated Dice:
Some tables require specific dice or a dice roller app to prevent loaded dice (even unintentional manufacturing defects).

Accept What You Roll:
Part of the fun of rolling is embracing randomness. A character with 8 Charisma is an opportunity for roleplay, not a failure.

Discuss Rerolls Beforehand:
Before anyone rolls, the group should agree on:

  • What happens if someone rolls terribly?
  • Is there a minimum total allowed?
  • Can you use Standard Array as a backup?
Don't Cheat:
Seriously. It's a game with friends. Nobody cares if your Wizard has 18 INT instead of 16. Rolling high doesn't make you a better player.

Celebrate and Commiserate:
Rolling stats is a shared experience. Cheer for good rolls, sympathize with bad ones. It builds party camaraderie before the game even starts.

Record Everything:
Write down your stats immediately. Take a photo if using physical dice. You don't want disputes later about what you rolled.

Common Mistakes

Common Mistake
Rolling stats at home alone — most DMs require witnessed rolls to prevent 'suspiciously good' stats
Common Mistake
Assigning stats before considering racial bonuses — a +2 racial can change which ability gets your highest roll
Common Mistake
Thinking low stats ruin a character — a 6 Intelligence Fighter can be hilarious and memorable
Common Mistake
Rerolling without DM permission — the rules for handling bad stat totals vary by table

DM Tips

DM Tip
Set clear expectations before rolling: minimum totals, reroll policies, and whether Standard Array is a backup option
DM Tip
Consider having everyone roll in the same session to make it a shared experience and prevent outlier 'home rolls'
DM Tip
If one player rolls significantly better/worse than others, consider letting them adjust one stat by 2 points to balance the party

Frequently Asked Questions