Some people like to roll ability scores because they appreciate the challenge of building a character on a random set of scores. The drawback to random rolling is that characters can wind up with wildly different power levels. This subsystem attempts to fix that. (There are also people who like rolling ability scores because they just want higher scores. This system is not for them. I suggest they check out one of the many "8d6, drop the lowest 5; twice for each score"-type systems.)
This system is called "balanced" because any two players using it will get the same modifiers. However, it produces PCs slightly stronger than the PHB point-buy methods. This is theoretically balanced by the lack of flexibility (you are stuck with the scores you got). If this bothers you, have players roll fewer dice in step 3.
dA: The Ability Die
When the rules say to roll "1dA," roll a d6 and consult the table below.
Result = Ability
1 = Strength
2 = Constitution
3 = Dexterity
4 = Intelligence
5 = Wisdom
6 = Charisma
The System
1. All ability scores start at 10.
2. Roll 1dA and subtract 2 from that ability score.
3. Roll 10dA and add 2 to each ability score. This can't raise an ability score above 18 -- if you get a result for an ability that is already 18, reroll.
4. Decide what race you would like to be. Apply racial modifiers.
Example
I am using the dice roller at Dungeons & Dragons Dice Roller
1. All abilities start at 10.
2. I roll a 1d6 and get a 4 = Intelligence, so Int drops to 8.
3. I roll 10d6 and get 4 = Int, 2 = Con, 4 = Int, 5 = Wis, 4 = Int, 1 = Str, 3 = Dex, 5 = Wis, 5 = Wis, 6 = Cha. This gives me Str 12, Con 12, Dex 12, Int 14, Wis 16, Cha 12.
4. Since Wisdom is my high score, I'm thinking of some sort of divine class. With a decent Int and other abilities relatively balanced, deva invoker seems like an obvious choice. But I don't really like invokers, and I've been wanting to try an elf avenger, and these scores seem like they should work for that. So I apply elf racial bonuses, for a final result of Str 12, Con 12, Dex 14, Int 14, Wis 18, Cha 12.
(Optional) Ability Swap
If you want to give players more control over their scores, you can allow a player to swap two scores (for example, switch Str and Con). If you allow free swapping, the player can create almost any character they want; the actual scores rolled on the 1dA don't matter because you can swap them. Alternatively, maybe you allow only one swap, or say that each swap costs a point (from an ability of your choice) or something. Note that the ability scores produced by this system are higher than those produced by the PHB point-buy systems; this is balanced by the lack of flexibility. So if you allow free (or easy) swapping you may wish to reduce the number of dice rolled in step 3 to 9dA or 8dA.
Personally, I feel that allowing ability swapping kind of defeats the purpose of having your abilities randomly assigned. I think a better alternative, is that if a player is really unsatisfied with his final scores, let him roll a second set, or even a third, and pick the one that appeals most. If the player is still unsatisfied, maybe random-rolling isn't for them.
-- 77IM
This system is called "balanced" because any two players using it will get the same modifiers. However, it produces PCs slightly stronger than the PHB point-buy methods. This is theoretically balanced by the lack of flexibility (you are stuck with the scores you got). If this bothers you, have players roll fewer dice in step 3.
dA: The Ability Die
When the rules say to roll "1dA," roll a d6 and consult the table below.
Result = Ability
1 = Strength
2 = Constitution
3 = Dexterity
4 = Intelligence
5 = Wisdom
6 = Charisma
The System
1. All ability scores start at 10.
2. Roll 1dA and subtract 2 from that ability score.
3. Roll 10dA and add 2 to each ability score. This can't raise an ability score above 18 -- if you get a result for an ability that is already 18, reroll.
4. Decide what race you would like to be. Apply racial modifiers.
Example
I am using the dice roller at Dungeons & Dragons Dice Roller
1. All abilities start at 10.
2. I roll a 1d6 and get a 4 = Intelligence, so Int drops to 8.
3. I roll 10d6 and get 4 = Int, 2 = Con, 4 = Int, 5 = Wis, 4 = Int, 1 = Str, 3 = Dex, 5 = Wis, 5 = Wis, 6 = Cha. This gives me Str 12, Con 12, Dex 12, Int 14, Wis 16, Cha 12.
4. Since Wisdom is my high score, I'm thinking of some sort of divine class. With a decent Int and other abilities relatively balanced, deva invoker seems like an obvious choice. But I don't really like invokers, and I've been wanting to try an elf avenger, and these scores seem like they should work for that. So I apply elf racial bonuses, for a final result of Str 12, Con 12, Dex 14, Int 14, Wis 18, Cha 12.
(Optional) Ability Swap
If you want to give players more control over their scores, you can allow a player to swap two scores (for example, switch Str and Con). If you allow free swapping, the player can create almost any character they want; the actual scores rolled on the 1dA don't matter because you can swap them. Alternatively, maybe you allow only one swap, or say that each swap costs a point (from an ability of your choice) or something. Note that the ability scores produced by this system are higher than those produced by the PHB point-buy systems; this is balanced by the lack of flexibility. So if you allow free (or easy) swapping you may wish to reduce the number of dice rolled in step 3 to 9dA or 8dA.
Personally, I feel that allowing ability swapping kind of defeats the purpose of having your abilities randomly assigned. I think a better alternative, is that if a player is really unsatisfied with his final scores, let him roll a second set, or even a third, and pick the one that appeals most. If the player is still unsatisfied, maybe random-rolling isn't for them.
-- 77IM