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Ability Score Generation
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<blockquote data-quote="Paraxis" data-source="post: 2911704" data-attributes="member: 13009"><p>I have tinkered with different ability score generation methods for a long time. I like aspects of all of them. The best I have seen before came from another poster on this board, with the gaining of points gained from level to set number based on level (I am not expaining it well I am sure he will post a link to his later). The only thing I didn't like is the vast randomness of good rollers vs rad rollers is still there in the begining, even though you catch up eventualy.</p><p></p><p>Anyway on to my method.</p><p> I think is the best ability generation method yet. And I have come up with a ton. I like the concept of incorporating rolling and point buy and the organic method of having to have some stats that are not min/maxed wich is what you always get with point buys.</p><p>First let me say I like my heros heroic so my number of points is higher but with having to spend points in places you don't neccesarliy want it helps make up for it.</p><p></p><p>A 36 point buy. The twist some points are spent for you. Roll 1d6 for each stat straight down, you have to spend that many points on the stat.(works out great since 9-14 cost 1-6 points). If you roll all 6's you have spent all your points and have straight 14's (hence the 36 point buy).</p><p></p><p>Example player wanting to play wizards rolls following.</p><p>str-6 needs to spends 6 so a 14</p><p>dex-1 needs to spend 1 so a 9</p><p>con-3 needs to spend 3 so a 11</p><p>int- 4 needs to spend 4 so a 12</p><p>wis- 2 needs to spend 2 so 10 </p><p>cha- 5 needs to spend 5 so 13</p><p></p><p>He could have rolled multipe of same number this is just an example.</p><p></p><p>So we count up how many points he spent (easy this is what he rolled on all the dice added up) we get 21 he has 15 points left to improve his stats. He would probably make his int an 18 for 12 of them and improve his dex by 2 for an 11 and his con by 1 for a 12. </p><p>Final stats would be Str-14,Dex-11,Con-12,Int-18,Wis-10,Cha-13.</p><p>I think this works very well is balanced all characters spend 36 points, incorporates rolling(wich just feels like D&D, been playing for 20+ years), and incorporates the organic method wich is something I have always liked. Power games wise the best roll being all 1's and lets you spend the remaining 29 points anyway you want, still is not to bad and how often will this happen. Worst case senario on limiting your points all 14's still not to bad considering +2 in everything, just have to put all 5 stat increases from levels in primary to get access to all spells but still doable.</p><p></p><p>Anyway what do you think?</p></blockquote><p></p>
[QUOTE="Paraxis, post: 2911704, member: 13009"] I have tinkered with different ability score generation methods for a long time. I like aspects of all of them. The best I have seen before came from another poster on this board, with the gaining of points gained from level to set number based on level (I am not expaining it well I am sure he will post a link to his later). The only thing I didn't like is the vast randomness of good rollers vs rad rollers is still there in the begining, even though you catch up eventualy. Anyway on to my method. I think is the best ability generation method yet. And I have come up with a ton. I like the concept of incorporating rolling and point buy and the organic method of having to have some stats that are not min/maxed wich is what you always get with point buys. First let me say I like my heros heroic so my number of points is higher but with having to spend points in places you don't neccesarliy want it helps make up for it. A 36 point buy. The twist some points are spent for you. Roll 1d6 for each stat straight down, you have to spend that many points on the stat.(works out great since 9-14 cost 1-6 points). If you roll all 6's you have spent all your points and have straight 14's (hence the 36 point buy). Example player wanting to play wizards rolls following. str-6 needs to spends 6 so a 14 dex-1 needs to spend 1 so a 9 con-3 needs to spend 3 so a 11 int- 4 needs to spend 4 so a 12 wis- 2 needs to spend 2 so 10 cha- 5 needs to spend 5 so 13 He could have rolled multipe of same number this is just an example. So we count up how many points he spent (easy this is what he rolled on all the dice added up) we get 21 he has 15 points left to improve his stats. He would probably make his int an 18 for 12 of them and improve his dex by 2 for an 11 and his con by 1 for a 12. Final stats would be Str-14,Dex-11,Con-12,Int-18,Wis-10,Cha-13. I think this works very well is balanced all characters spend 36 points, incorporates rolling(wich just feels like D&D, been playing for 20+ years), and incorporates the organic method wich is something I have always liked. Power games wise the best roll being all 1's and lets you spend the remaining 29 points anyway you want, still is not to bad and how often will this happen. Worst case senario on limiting your points all 14's still not to bad considering +2 in everything, just have to put all 5 stat increases from levels in primary to get access to all spells but still doable. Anyway what do you think? [/QUOTE]
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