Point Buy or Trust the Dice? A Simple Guide for New D&D Players
You’re about to play a game where you build a character. You know you need to give them some basic abilities, but it’s tough figuring out which ones to boost.
Should you micromanage with Point Buy? Slam the Standard Array on the table? Or roll a handful of dice like it’s the lottery?

It’s a surprisingly big deal. How you get your numbers shapes who you play, how reliable you are in a fight, and even how much fun everyone has.
And yes, in one of my weekly one‑shots, I rolled three 18s and ended up playing a socially awkward barbarian. Fun for me. For the rest of the table?
Chaos. Today, I’ll walk you through each method in plain, familiar terms, and I’ll even drop in a slice of my own gaming mishap (or triumph) so you can see how it looks in action.
Why Stat Methods Matter?
Before we dive into methods, let’s be clear: these aren’t just number‑choosing guidelines. They influence tone, fairness, creativity, and pacing.

- Fairness: Everyone grabs the same stats or picks with limits, so nobody steamrolls the story with ridiculous scores.
- Creativity: Sometimes randomness sparks a wild character concept, a smart wannabe barbarian, perhaps.
- Pacing: Rolling six times takes longer than grabbing a set or clicking through a point‑buy builder.
- Tone: Rolling feels like taking a gamble. Point Buy is like carefully solving a puzzle. Standard Array? Think fast food: quick, predictable, satisfying.
From my experience: I once ran a weekend adventure with complete newbies. I’d planned a tense, nerve‑wracking showdown with a dragon, assuming everyone had at least one high stat each.
But one player rolled four straight 7s on their primary skill. Their character became the permanent table jester, tip‑toeing around the dragon while joking about their abysmally low Acrobatics. It ruined that moment of dramatic tension, but the laughter from the table? Worth it.

We pivoted the story to let that player shine in comedic relief. And suddenly, it turned from “Uh oh, low rolls” to “Yes, this is hilarious.” The stats shaped the story that night, and not always in expected ways.
Long story short: how you generate stats ripples through gameplay. Players with mid‑range scores breeze certain checks but might stumble elsewhere. A flattering set of rolls can let players do everything with ease, sometimes too easily.

Point Buy gives control; Rolling gives surprise; Standard Array gets you playing fast. Understanding those ripple effects lets us choose the tone we want at the table.
And if you’re gearing your game toward younger players, quick, low-stress methods (like Standard Array or simple Point Buy) can help them settle in and start roleplaying from minute one.
1. Point Buy – Building With Purpose
Point Buy is like crafting your own mini‑you, but with logic and strategy. Each of your six stats, Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma, starts at 8. You get 27 points to spend raising them, but here’s the trick: higher stats cost more than lower ones.

Here’s the cost chart:
- 9 = 1 point
- 10 = 2 points
- 11 = 3 points
- 12 = 4 points
- 13 = 5 points
- 14 = 7 points
- 15 = 9 points
- Stats must stay between 8 and 15 before racial bonuses.
Why kids and families love it:
- Balanced fairness: Nobody winds up a total wreck, and nobody’s absurdly massive.
- Clear trade‑offs: Want two high stats? You’ll have to dump a couple of lower.
- Predictable builds: You can plan where your character will shine, be it as a sneaky rogue or a charismatic bard.
Last Halloween, my friend wanted to play a bard with ridiculous charm but only okay physical ability. She spent points to get Charisma 15 and Dexterity 14, then put nothing into Strength and Constitution.

She walked in: glass cannon with a silver tongue. In-game, she wooed a hostile ogre, talked it down, then ran circles around it when it tried to fight. They laughed so hard.
That build wouldn’t have happened rolling or with Standard Array, she’d have had to compromise. With Point Buy, she got her character just right.
Build process step‑by‑step:
- Pick your concept (e.g., “sneaky wizard who barely lifts a sword”).
- Choose primary stat(s): Maybe Int 15 (9 points spent).
- Raise secondary stats: Dex 14 (7 points).
- Fill in utility stats: Wis 12 (4 points), Con 13 (5 points), etc.
- Keep one or two stats low if you like quirks (Charisma 8).
- Check total points. If under 27, add them somewhere; if over, shave.
The result: A tailored character that does what you want. No surprises. Kids see the math and understand the “pay‑for” system, why Dexterity costs more than Strength early. And they can play in confidence, knowing their build is solid.

Just remember: you’ll have to explain the chart, maybe even draw it on the table. But once they get it, they love the idea of “spending points” like a video game RPG.
2. Standard Array – Fast, Easy, Fair
Think of Standard Array as the stat equivalent of a pre‑made smoothie. You get 15, 14, 13, 12, 10, 8, no options. You assign them to the stats in any order. That’s it. Done.
Why it’s perfect for kids and new players:
- Speedy: Zero calculation.
- Equal footing: Every player uses the same starting set.
- Immediate play: No time wasted on prep, straight into character ideas.
From my table: I once ran a D&D birthday session for two siblings, ages 10 and 12. I handed them “15, 14, 13, 12, 10, 8,” told them, “Pick where they go!”

Then I asked them what kind of character they imagined (knight, wizard, archer), and they matched numbers to the traits. Ten minutes later, we were roleplaying.
Kids get the “big number equals strong” idea fast. They also see how they can shift numbers around for different characters, like using 15 for Strength if they want to play a fighter. Standard Array teaches stat trade‑offs without overwhelming them.
Typical Build Example (Rogue):
- Dex 15 (primary)
- Int 14 (secondary skill)
- Con 13 (some toughness)
- Wis 12 (useful for noticing traps)
- Cha 10 (fine)
- Str 8 (dump stat poor bicep).
They instantly see: “My rogue sneaks and thinks, can’t lift heavy stuff.” Perfect clarity.
Tips for smooth use:
- Write each number on a piece of paper. Players place them next to their stats.
- Talk through it: “15 is best. 8 is weakest.”
- Encourage them: “What job do you imagine your character doing? Does that number match?”

Even kids with no background understand roles instantly. The Standard Array is intuitive. No dice rolls, no point‑charts, no stress. Just choose where your strong and weak points are, then talk like your character. And it’s over in under 10 minutes, ideal for keeping short attention spans on track.
3. Rolling (4d6 Drop Lowest) – Thrills, Spills, and Hilarious Fails
Now we get to the classic, dice‑true method: roll four six‑sided dice, drop the lowest, sum the rest, do that six times. Then assign each result to your stats as you wish.

Why is this method a roller coaster?
- High stakes: You might get several 18s… or a string of 6s.
- Unique stories: Your character might be super smart but clumsy, or weak but incredibly charismatic.
- Edge‑of‑seat fun: Every roll matters.
But it’s also tricky:
- Time: Rolling six sets, sorting results, and assigning takes a while.
- Imbalance: One player could be wildly powerful, another stuck with weak stats.
- Pressure: Kids might get upset if they roll low numbers and feel discouraged.
So, rolling can create amazing stories if you guide players in using their results to fuel fun.

Tips to make rolling fun for kids:
- Allow rerolls: e.g., reroll if your total is less than 60 points.
- Use visual aids: Give them tallies so they don’t lose track.
- Frame low stats as character traits: Instead of “you suck at this,” say, “You’re not built for lifting, but you’re creative!”
Rolling in action:
- Roll 4d6, note down the three highest.
- Do this six times.
- Lay the six numbers on paper.
- Pick which stat gets which number chat about it.
Kids love assigning “Should I put that 18 into Patch’s Charisma?” - Encourage creativity: “Your 8 in Strength doesn’t mean you can’t move up ladders but maybe it’s slow or clumsy.”
Yes, rolling introduces uneven power levels. But mismatched ability can spark cool story moments, big, overconfident heroes learning humility, or underdog tricksters outsmarting giants. As long as the group embraces the chaos, rolling can be neat, messy, and memorable all at once.
Which Method Should You Pick?
No matter which you pick, Point Buy, Standard Array, or Rollin,g you’re making a choice about your game’s tone:
- Point Buy = fair, balanced, strategic. Great for serious campaigns or players who love planning.
- Standard Array = fast, easy, familiar. Perfect for one‑shots, new players, or short sessions.
- Rolling = unpredictable, dramatic, surprising. Ideal for kids who like chaos and bold stories.
In my weekly game, we switch between Point Buy for full story arcs, Standard Array for teaching sessions, and rolling for silly side quests. Each method has its own flavor, and each night becomes a different kind of fun.
Your next session planning snapshot:
- New players, one‑off night? Standard Array = simple and fair.
- Small campaign with the goal of character planning? Point Buy = built‑your‑hero, no surprises.
- Party full of wild‑card kids? Rolling = let the dice and imagination run.
Best part: you can mix formats, just don’t mix methods at the same table in one game. Keeps things fair and friendly.
Final Thoughts – Bring It All Together
Stats shape stories. Rolling gives you unexpected drama. Point Buy gives a strategy. Standard Array gives simplicity. Each choice sets the mood for your game.
My best piece of advice? Pick the method that matches how you want to play and let your players know. Balance and fairness, speed and simplicity, or chaos and creativity, it’s all legit.

And if you do roll? Be ready to guide. Suggest rerolls if someone floods with low numbers. Use the low stats as inspiration, not shame.
Throw in an “awkward hero” subplot or clever underdog moment. Help the stats drive fun, not despair.
At the end of the day, it’s not the numbers on the sheet, it’s the moments you make together.
So what’s your favorite way to choose stats? Have you had a wild roll or built the perfect character with points?

Let us know below, and if you liked this guide, hop on the DungeonSolvers email for more easy, fun D&D strategies.
This content includes material from the SRD5.1 and is licensed under the Open Gaming License v1.0a.
FAQ:
Q: What are ability scores in D&D?
A: Ability scores are six numbers that show what your character is good at. They cover Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma.
Q: What is Point Buy?
A: Point Buy is a way to build your character’s stats by using 27 points to raise each one. You choose where to spend the points, so it’s fair and balanced.
Q: What’s the max number I can get in Point Buy?
A: The highest stat you can get with Point Buy is 15 before any bonuses from your character’s race or background.
Q: How do you roll for stats?
A: Roll four six-sided dice (4d6), drop the lowest one, and add the rest. Do that six times, then assign each total to a different stat.
Q: What is the Standard Array?
A: It’s a preset list of numbers—15, 14, 13, 12, 10, and 8. You put those numbers in whichever stats you want. It’s quick and fair.
Q: Which method is best for beginners?
A: Standard Array is great for first-time players because it’s simple and balanced. You don’t need to do any math or roll dice.
Q: Can I mix methods in the same group?
A: It’s best if everyone uses the same method to keep things fair. Mixing can make one player much stronger or weaker than the others.
Q: Can I reroll bad stats?
A: That’s up to your Dungeon Master. Some allow rerolls if your total stats are very low. Always check before starting.
Q: Do stats change later in the game?
A: Yes! As your character levels up, you can improve your stats with special level-up choices called Ability Score Increases (ASIs).
Q: What if I don’t like my stats after a few games?
A: Talk to your DM. In some campaigns, you can rebuild your character or switch stats if everyone agrees.