The 4d6 Drop Lowest Method
The most popular way to generate D&D ability scores is to roll four six-sided dice, remove the lowest die, and add the remaining three together. You repeat this process six times to get a full set of scores for Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma.
For example, if you roll 4, 3, 5, and 1, you drop the 1 and your score is 4 + 3 + 5 = 12. This "drop lowest" mechanic nudges every roll upward compared to simply rolling 3d6, since the worst die is always discarded.
What to Expect from 4d6 Drop Lowest
Dropping the lowest die shifts the entire distribution toward higher results. The average score lands around 12.2 instead of the 10.5 you get from a straight 3d6 roll. Here is how the results break down.
| Range | Totals | Probability |
|---|---|---|
| Very low | 3 - 5 | ~1% |
| Below average | 6 - 8 | ~9% |
| Average | 9 - 12 | ~41% |
| Above average | 13 - 15 | ~36% |
| Exceptional | 16 - 18 | ~13% |
Compare this to straight 3d6, where "above average" and "exceptional" scores together account for about 25% of rolls. With 4d6 drop lowest, that jumps to nearly 49%. An 18 still only comes up about 1.6% of the time, so it remains a memorable result.
Why 4d6 Became the Standard
Early editions of D&D used straight 3d6, which often produced characters with one or two painfully low scores. While some players enjoyed the challenge, many found it frustrating to start a campaign with a character that felt weak across the board.
The 4d6 drop lowest method solved this by raising the floor without removing randomness entirely. Players still get varied, interesting ability scores, but are far less likely to end up with a score below 8. It strikes a balance between the unpredictability of dice rolling and the desire for characters that feel competent from the start, which is why it has been the default recommendation in D&D for decades.