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D&D Ability Score Roller (4d6 Drop Lowest)

Roll up a new character's ability scores the standard tabletop way: four six-sided dice per stat, dropping the lowest, for all six abilities at once.

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No settings needed — just roll all six ability scores at once.

Your result will appear here

How the D&D Ability Score Roller (4d6 Drop Lowest) works

This uses the classic 4d6-drop-lowest method: roll four six-sided dice, discard the single lowest result, and sum the remaining three. This produces a distribution that favors slightly higher scores than a flat 3d6 roll would, which is exactly why most tabletop groups prefer it — it produces more heroic, playable characters while still preserving genuine randomness and the occasional weak stat.

Each of the six standard abilities gets its own independent 4d6-drop-lowest roll, with the individual dice shown (the dropped die struck through) so you can verify the math yourself, not just trust a black-box total.

How to use it

1
GenerateXrandom rolls four six-sided dice for each of the six ability scores, drops the lowest die from each, and sums the remaining three — the standard 4d6-drop-lowest method.
2
Assign to abilitiesThe six totals appear already labelled Strength through Charisma; swap them between abilities as your character concept and game system allow.
3
Check the totalA rough sanity check is included — very low or very high totals compared to typical rolls are worth a reroll if your table allows it.
📖 Guide: How to Prep a Tabletop RPG Session with Random Generators
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Frequently asked questions

Why drop the lowest die instead of using all four?

Dropping the lowest die is the traditional method that produces a slightly more favorable, less swingy distribution than straight 3d6 rolls, while still keeping the result genuinely random rather than fixed.

Can I reassign the six scores to different abilities?

Yes — that's standard practice. The scores are generated as an unordered set of six numbers; assign them to Strength, Dexterity, and so on based on your character concept.

What's a 'good' total across all six scores?

Totals in the low-to-mid 70s are typical for this method; if your total is unusually low, many tables allow a reroll of the full set — check with your game master.