# 3d6 in Order In online commentary on various forums, and even in my own group's games, I've noticed that we've gotten away from the "take what you get" emergent character creation that supposed to be part of old-school D&D. I've made little concessions myself, like allowing the 7th roll for starting gold to be swapped out with one of the six stat rolls. Or even (horrors) allowing "roll 3d6 six times and arrange to suit". The stat inflation in B/X, where at the low end the penalties are relatively large, is partly responsible. Then there is wanting to cater to the player's wish to build the PC they envision, rather than working with what they rolled. If the players come from newer editions, they might even expect a pre-rolled stat block that has no below average stats. But I think we're doing a disservice to the new, old-school players in particular when we do allow stat-fudging, and missing out on a fun way to play in general - having what is considered a hopeless character survive and level up can be very satisfying. And if they don't survive, well you can be sure there is a good story there...roll up another one and try again! In original D&D, the stats don't have much affect on game play (and in fact, the referee was supposed to roll stats). Charisma had the most variation, with the loyalty base of -2 to +4, but this didn't affect you much while on an adventure. Otherwise, it was just +1 or -1. Greyhawk changed this at the high end (especially with with percentile strength, if you used it), but not at the low end. B/X of course, has the unified -3 to +3 for most stats. Still, even there, the rules tell you to just roll 3d6 for each stat, and write down the result. You could adjust stats afterwards, according to the specific swapping rules for whichever class the player chose, but this never allowed much variation, given the average 3d6 roll (in OD&D, there is some disagreement as to whether the point swaps were meant to be real or virtual, my own take is the latter). The later OD&D supplements and AD&D 1e took this all to a new level, making classes that required minimum ability scores, then of course there were the various ways to inflate stat rolls given in the 1e DMG. I like the way Swords & Wizardry Complete Revised handles this, by removing the minimums, but also tying class-based special abilities to the scores themselves. So if you really want to play that Monk, you don't need to fudge your ability rolls, but you might miss out on some of the Monk's special abilities as you level up. But who knows - you could find magic items during adventures that raise ability scores, resulting in a fun in-game solution to low stats (of course, some magic items lower scores as well...). Anyway, all of this is to say that it's fun to try and play with whatever PC you've rolled. I'm not trying to mandate a particular way of playing, just to suggest you give strict 3d6 in order a try, and see what you think.