A value of 5 represents the minimum performance possible by an adventuring character. Thus, a character with a
Manual Dexterity of 5 would be extremely clumsy, but not so inept that he could not be entrusted with a simple, though
essential, task. A value of 25 represents the normal maximum performance, which may be achieved by a human; a
value of 26 or greater befits a superman. Thus, a character with a Physical Strength of 25 may not be able to bend steel
bars in his hands, but he does pretty well with bars of iron.

Each player begins the game with a randomly determined number of Characteristic Points from which to
assign values to his character's primary characteristics.
Each player rolls 2D10 and reads across the line on the
Point Generation Table below corresponding to the two dice total. The number of Characteristic Points and Maximum
value thereby obtained is noted on a piece of scrap paper.

Characteristic Generation     
The player randomly generates his character's total
Characteristic Points. He assigns values, within specified limits,
to each of his primary characteristics from this point pool. The
secondary characteristics are generated either randomly or as
a direct function of a primary characteristic, or they begin at a
set number for all characters. Some of the characteristics will
be modified if the character is of a non-human race. The player
will not know the race of his character (unless human) until all
of his characteristics have been generated. The range of
values for a characteristic will normally be between 5 and 25.
Point Generation Table
Dice Roll
Total
Points
Maximum
02
81
25
03
82
25
04
83
24
05
84
24
06
85
24
07
86
23
08
87
23
09
88
23
10
89
22
11
90
22
12
91
22
13
92
21
14
93
21
15
94
21
16
95
20
17
96
20
18
97
20
19
98
19
20
99
19
The minimum value that a player may assign to a primary
characteristic is 5, and the maximum value is determined by the
maximum for his characteristic point total.
Furthermore, a character
may have only one characteristic equal to his maximum value if that value
is greater than 20, or may have up to two characteristics equal to the
maximum value if that value is 19 or 20. In either case, the character may
have up to two characteristics equal to one less than his maximum value
and up to three characteristics equal to two less than his maximum value. If
a character does not have a characteristic equal to his maximum value, he
may increase the limit of characteristics with a value one or two less than
the maximum values by one. Similarly, he may "transfer" an extra
characteristic equal to two less than the maximum value for either or both
of his two characteristics equal to one less than the maximum value; thus,
if it were mathematically possible, a character could have six characteristics
equal to two less than the maximum value for his group. Prior to dividing
up his characteristic points, the player should give some thought to what
kind of character he wishes to be and what weapons, spells, and/or skills
he desires for this newly born individual.
It is important to emphasize that in DragonQuest, any character can
choose any combination of abilities. Certain weapons require a great deal
of Physical Strength or Manual Dexterity and the player should be sure to
allot enough points in those areas to use the weapons of his choice. All
Magical Colleges  require a minimum Magical Aptitude to join (10) and the
player should be aware of these restrictions. Most Skills do not have any
special requirements, but many give bonuses for exceeding a minimum
value in certain characteristics. The choice of race will also alter the
characteristic values, and the player must weigh all requirements and
restrictions. Example: A player begins with 88 points (maximum of 23) with
which to assign values to characteristics. He could choose Physical
Strength of 23 (the maximum value), an Endurance and Willpower of 22
(his two with one less than the maximum value), and Agility and Manual
Dexterity of 9, and a Magical Aptitude of 5. If the player wished, he could
decrease his Physical Strength by one (to 22), and increase either Agility,
Manual Dexterity, or Magic Aptitude by one.
(Note a character like this
would totally suck, but hey it's your character.)
When the player has chosen the values for his character, he writes them
down on his Character Record. The total value of the six primary
characteristics must equal the amount received from the Point Generation
Table; a player may not "save" Characteristic Points to assign to
characteristics at a later date. The value of each of the six primary
characteristics must be recorded before any secondary characteristics are
generated.
The value of a character's Fatigue
is a direct function of his
Endurance.
The player enters the
Fatigue value corresponding to his
character's Endurance value. Once the
character has been completely
generated, a change in the character's
Endurance value will not affect his
Fatigue value, and vice-versa.
Endurance & Fatigue Chart
Endurance
is. . .
Fatigue
is. . .
03 - 04
16
05 - 07
17
08 - 10
18
11 - 13
19
14 - 16
20
17 - 19
21
20 -22
22
23 - 25
23
26 & higher
24
A character's Perception value begins at 8. The value may be
modified if the character is non-human.

An optional characteristic is usually generated randomly. The
gamesmaster may decide on any method he wishes to generate a
characteristic he introduces. The equal distribution method generates
the value randomly, with every result having the same chance of
occurrence. The bell curve method also generates the value randomly,
though the average is more likely to occur than the extremes. The set
value method either gives every character the same starting value, or
derives the value directly from some characteristic. The GM should not
interfere with the procedures for generating any of the mandatory eight
characteristics when establishing a procedure for an optional
characteristic.
Example: The value of the Physical Beauty characteristic is generated by
rolling 4D5 + 3 (bell curve). A roll of 7 indicates an ugly character, while a
23 indicates a beautiful character. Characters are assumed not to be
execrably horrible in appearance (5), or of surpassing loveliness (25),
since such people would have great problems while adventuring. They
were, in all likelihood, directed to other pursuits at an early age.
A character's Tactical Movement Rate is a direct function of his
Agility. The player enters the Tactical Movement Rate corresponding to
his modified Agility value. The Tactical Movement Rate may be
modified if the character is non-human. In addition, a character's normal
Tactical Movement Rate may be reduced if he suffers an Agility penalty
due to wearing armor, or becomes encumbered due to the amount of
weight he carries. In normal play, a character's Agility will not exceed 27

BIRTHRIGHTS
A character's genetic heritage will have great influence upon him
throughout his adventures. First, there is the matter of gender. The
worlds of DragonQuest closely parallel the Europe of medieval Earth,
where women were largely relegated to secondary roles. However,
the bias is not as great in a fantasy world, for the physically weak have
recourse to magic. Generally, a female adventurer will be a determined
soul, having surmounted cultural handicaps.
A character's race is just as important as his gender, if not more so. In
this world, a person's race connotes the color of his skin. In a fantasy
world, a character's race indicates that he is a member of a distinct
humanoid species. Each race has a separate way of life, developed over
millennia of co- existence with one another. Racial intolerance is just as
prevalent in a fantasy world as it is in this world. Only the camaraderie
and interdependence of adventurers have promoted interracial harmony,
which may be why adventurers are often regarded as rogues and
outcast among their comparatively staid brethren. Practically, each race
has its strengths and weaknesses.
The human race is the most prevalent, probably because of its high birth
rate and the flexibility of the individual human. The elves, dwarves and
giants are races in their twilight years; human civilization will not treat
them too kindly. The halflings seem to be adaptable to almost any way of
life, and thrive because of their compatibility with humans. The orcs and
shape-changers are nascent races, who may some day challenge
human hegemony. A truly sophisticated player will integrate the effects of
his sex, culture, and race into the personality of his character. Most
gamesmasters, while struggling to flesh out the cultures of their world, will
settle for the character who is the product of his racial and sexual
background.
Tactical Movement Rate - TMR
Agility
is. . .
TMR
is. . .
03 - 04
2
05 - 08
3
09 - 12
4
13 - 17
5
18 - 21
6
22 - 25
7
26 & higher
8
A player may choose the gender of
his (or her) character.
A character
must be either male or female. Every
race described in this section comprises
only those two sexes. A character may
only be hermaphroditic or asexual if his
player receives special permission from
the gamesmaster.
Each player should choose the sex for'
the character. It is recommended each
character be the same sex as the player.
Role playing a character whose entire
gestalt is alien to the player is hard
enough without a change of sex.
If the player wishes a character of the
opposite sex, the GM should warn him
(or her) of the difficulties, and judge that
player's characterization as closely as
anyone else's.
The Physical Strength of a female
character is decreased by two, but
her Manual Dexterity and Fatigue are
increased by one.
A character's
gender may be changed only through
deep magic, or by a deity.
A player must determine whether
his character's Primary Hand is his
right or his left.
The player rolls D5
and D10. If the D10 result is greater, the
character's Primary Hand is his right. If
the D5 result is higher, the Primary
Hand is the left. If the two results are
identical, the character is ambidextrous.
This determination affects which hand a
weapon is held in during combat, and
any penalties assessed for attacking
with a weapon in a non-Primary Hand.
A player may always choose to be a human character. If the
player wishes his character to be nonhuman, he has three
chances to roll within one of the indicated ranges.
If the player is
a human character, none of his characteristics are modified. He gains
no advantages and is subject to no restrictions. When a player wishes
to be a non- human character, he declares which race he is attempting
to be, and rolls D100. If the roll is equal to or less than the percentage
chance given for that race, the character is that type of non-human. If
the roll is greater than the indicated percentage, the character may
not be of that race.
EXP
Training
Modifier
Race Selection
Race
is. . .
% Roll required
is. . .
1.1
Dwarf
25
1.2
Elf
30
1.5
Giant
06
1.1
Halfling
15
1.0
Human
100
.9
Orc
20
1.4
Shape-changer
04
A player may attempt up to three rolls (for separate
races) to be a non-human.
If he fails on all three rolls, his
character is human. Conversely, if one of his rolls falls within
the indicated span of numbers for a race, his character must
be of that race. A player may forfeit his right to any further
rolls to be a nonhuman if he has exhausted the races he
wants to be.
  When a character gains proficiency in an ability, it is
represented in game terms by his player expending
Experience Points. The cost, in terms of Experience Points, to
advance in any one ability is affected by the character's race.
Multiply the cost for any advancement in one ability  by the
Race Multiplier.
My thoughts:
       I don't think anytime we played Dragonquest over the years we used the EXP training modifier.  If I
understood it correctly, you had to multiply the needed exp to acquire a skill by the training modifier to come
up with the new cost. It never really made sense why one race would learn slower or another quicker.
Perhaps it was orcs that ruined it, they got a 10% decrease on all training.