ABILITY SCORES: When determining stats and adjustments due to ability scores use the AD&D 2nd ed. PlayerÕs Option: Skills & Powers, pgÕs 12-21. Age, Race, and Sex modifiers are used iaw AD&D 2nd ed. PlayerÕs Option: Skills & Powers, pgÕs 22-23, 37-38 PlayerÕs Handbook pgÕs 32-33. The following ability scores are used in this Campaign. Strength, Stamina & Muscle; Intelligence, Reason & Knowledge; Wisdom, Intuition & Wilpower; Dexterity, Aim & Balance; Constitution, Health & Fitness; Charisma, Leadership & Appearance. In addition a Renown score is also computed. ABILITY SCORE MODIFIERS: Aging and racial modifiers are used when determining a characters ability scores. See PlayerÕs Handbook pgÕs 32-33. In addition, age modifiers may be applied to a characters existing ability scores due to some unforseen circumstances. Watch out for those ghosts. ABILITY SCORE ROLLING: After a player has rolled for all stistics the results are shown to the DM. The DM may then makes any changes to the ability scores as appropriate. In general if the DM changes any ability scores the changes will be balanced. For example the DM may lower a characters charisma by two points, and then raise the same characters Dexterity by two points. Thus balancing the change. My campaign maintains three separate die rolling methods for generation of player character statistics. They are as follows: METHOD 1: Roll three six sided dice six times for each ability score. METHOD 2: Roll four six sided dice five times. Take out the lowest die. METHOD 3: Roll four six sided dice four times. Take out the lowest die. If that die is a three or less you may reroll it a number of times equal to itÕs value (i.e. 1, 2, or 3 times). The final result of that roll(s) must be used to replace the value of the second lowest die. Example. Gomar the Barbarian (a Warrior) is rolling for his Strength. He rolls 4d6. The dice come up 3, 4, 6, 6. Gomar takes the die that rolled the three and rerolls it.Hoping to get higher than a 4 to replace the second highest roll. On the first roll Gomar rolls a 2 ÒUgh!, That no goodÓ. He rolls again. This time the result is a 5. ThatÕs pretty good. Gomar may stop here and take a 17 (5, 6, 6), or he may roll once more, hoping to get a 6. Gomar chooses to go for the gusto and rolls a 2. ÒUGH!Ó Gomar ends up with a 14 (2, 6, 6). Oh well, at least he gets three more chances.