The random generation routine of RPA enables you to create your character with a wide variety of dice throwing simulations. Some of those simulations are explained below:

**4D6 Twice, drop lowest, 3D6 Twice, etc:** Those methods are all
explained in the AD&D rule book. As a standard rule, RPA is checking
the minimum of the class with the result of the dices and it gives the
highest dice throw to the highest minimum of the class. If the highest
dice throw is less than the minimum, it gives the minimum. The second
highest dice throw is for the second highest minimum, and etc.

**Average charac
of class with adjust of 30% + or -**: This method is using the average
characteristics of a class specified in the Update class menu and applies
a 30% random factor to each characteristic. A fighter having an average
Dexterity of 13 would have his score modified by (13*30%) = 4 points less
or plus. The random dexterity of the character would be between 9 and
17.

Field summary

**Lower dice:** minimum dice value
for each throw

**Upper dice:** maximum dice value
for each throw

**# of dices:** number of dices
to throw

**Drop lowest:** Will drop the X
lowest dices and keep the others

**Drop upper:** Will drop the X
higher dices and keep the others

**# of throws: **Number of throws
to do

**# of pc stats: ** Number
of PC stats you have to throw(6 for AD&D, 10 for Cyberpunk, etc.)

**Dice bonus: **Add a bonus to the
dice throw, +1, +2, etc.

**Dice group: **Group index of this
dice method

**Rnd factor: ** Global
random factor in %. Will take average stats + or – random factor

**# of points:** Nbr of points to
distribute instead of throwing dices.

**Max stat score: **Maximum score
of a stat.