Favourite Stat Rolling Methods
okay, i thought i'd just reiterate my favourite ways in a vaguely highest to lowest order, up to this point.
1) The Organic Method
Roll 4d6, dropping the lowest roll, in order. Then, reroll any one score (taking the highest of the two scores), and switch any two. I like it because it forces you to make "sacrifices" (as in not allocating ability scores to their best places) while still keeping things interesting with the re-roll and the switch.
1b) The Organic Method: Evolved
Roll two sets of stats, 4d6 drop the lowest roll, in order. Then, choose one set of the stats to use in the game. Then, you may take one score from your unused set and swap it 1-1 with a score from your chosen set, score for score (ie switching your Str score for a better one if playing a martial-type).
2) Standard Method
Roll 4d6 six times, drop the lowest one, assign as desired. This is a staple method, and is simple and efficient.
2b) Alt Standard Method
As above, but roll 7 times and drop lowest set. Allows for a chance lest there be a real bomber of a roll.
3) The Low Magic Method
3d10, dropping the lowest one (if all dice are "1" then the score is boosted to 3) and either:
a) go the Organic Method or
b) the Standard Method (in that order, had i the choice). I like this for my low-magic campaign setting because it gave us some really cool characters - like the 22 Str Half-orc mercenary (read: fighter) and the Human priest with 8 str and 8 con and 19 Wis. The only real drawback is the wide range of rolls - this isn't really a bell curve, although i'm not a guys who's uber with statistics and the such. This is suposed to be used in a low-magic campaign setting, but i suppose you could use this fo high-power/magic too)
4) I also like the method Psimancer suggested: The B.A.R. Method -Base Assigned Random
1) All stats have a base value of 6
2) +1d6 (rolled and assigned as desired)
3) +1d6 (rolled in stat order)
I'd let players roll their stats first, and
then choose their class and race - otherwise you could have a fighter with 8 Str, and that's (although very unlikely) not cool. This is a method that is very iffy - you could end up with a very flawed character, esp if you have a concept in mind beforehand (or liek a certain class/race combo). Probably won't see much sue by me, but dammit, i like it
5) I also like the method Thanee suggested: Dice Bonus Method
After rolling your character (using either Organic or Standard Method), roll 6d6. Every "1" rolled gives +1 to Str, every "2" rolled gives +1 to Dex and so on. Points above 18 are re-distributed 2-for-1, so a single point is simply lost (or you could still simply go for 1-for-1, gettign many rolls for your 18 stat wouldn't happen too often after all).
6) I also like the method Agback suggested: B.M.T. Method -or- Bottom Middle Top Method
You pick two top attributes, two middling attributes, and two bottom attributes. Then you roll 5d6 and drop the lowest two (for the top attributes), 4d6 drop the lowest one (for the middle attributes), and 3d6 dropping none (for the lowest attributes). No swaps. No trade-offs. I like it because you can still get some varience in this system, while creating a unique charatcer - one that will perhaps support you characters design better.
7) I also like the method Fieri suggested: The Gambling Method
Using either Organic or Standard Methods, The player rolls his character. At the same time, the DM rolls (using the same Method) another set of stats, arranged appropriately. After this, the player may either keep their own roll, or gamble by choosing the DM's roll. I lile this method because it definitively adds a nice sense or derring-do to stat creation, and yet still is pretty fair; and although very powerful characters are more possible, the same is with lower powered ones.
8) I also like the method runtime suggested (in another thread): Player Swapping
Each player rolls a set of ability scores, which are kept in order (as in first roll = Strength, second roll = Dex, etc). Players may now switch 1-to-1 for other players ability scores, but only once per ability (so no continual swapping). This allows for much more customizable characters than the Standard Organic Method, but should only really be used with players who are well organised and such, as I could see jealousy become rampant.
9) The 1-1 Point Buy Method
Everyone starts with a score of 0. You get 75 points (in a standard campaign; 60 for lower-powered ones, and 90 for higher) to distribute 1-1 amongst your various scores. You must have no score lower than three
after any racial stat changes (so dwarves may not have a 3 cha before tacking on their -2 cha, and have a 1 Cha score) and may have no score higher than 18 before racial stat changes.
Dr Awkward
Each player rolls 4d6, drop lowest (in the case of having too few players, the DM rolls the extras). We collect these to make a set of ability scores. The group then votes on whether to keep the scores. If they do, great. Everyone makes a character from the same set of scores. If not, they reroll. However, whatever the first player's roll is gets fixed. That roll will no longer be rerolled. The players vote on that set, and if they reject it, the second player's roll gets fixed. Every time they reject, they get stuck with a roll, whether it's good or bad. After 6 rerolls, all the stats are fixed, and that's what you play with.
thats all for now, but i am going to definitively keep this post updated
11) D.O.D.S. - Double Oragnic Double Swap
Roll two sets of stats, in order. Choose one set and swap over any two stats from unchosen set to be used, one-for-one with corresponding pair.