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.
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Stat Roller (4d6 Drop Lowest)
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
- 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%
- 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
- 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
- Roll 3d6 and take the total
- More random, lower average
- "Old school" D&D feel
- Can result in very weak characters
- Any 1s are rerolled before dropping
- Higher average scores
- Minimum score is 6 instead of 3
- Roll seven sets of 4d6 drop lowest
- Discard your worst result
- Gives one "free" bad roll
- One player rolls six stats
- Everyone uses the same array
- Ensures party balance while keeping randomness
- Roll two complete sets of stats
- Choose which array to use
- Safety net for bad rolls
- If your total (sum of all six) is below a threshold (often 70 or 72), reroll everything
- Prevents extremely weak characters
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
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)
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)
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?
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.