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Ability Score Generation
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<blockquote data-quote="genshou" data-source="post: 2919690" data-attributes="member: 13164"><p>That would be me. The rule <strong>Paraxis</strong> is referring to is right <a href="http://www.enworld.org/showpost.php?p=2833520&postcount=4" target="_blank">here</a> for those who are curious.</p><p></p><p>It is true that the randomness is still there at lower levels, but that's something my players are usually fine with. I have experimented with probability statistics for various die rolling methods, and 3d5+3 (or 3d6, reroll 1s) is my favourite so far. PCs can never roll below 6 for an ability score, and unlike 4d6 drop lowest, the odds are evenly placed along the range of possible numbers. The average is still pretty close (a straight 12 vs. around 12.5 for 4d6dl) and PCs are less likely to roll remarkably high rolls. Best of all, the average roll costs 4 points on point-buy, so all 6 stats are likely to fall around the 24 point-buy range. That means it doesn't take long for below-average PCs to catch up to above-average PCs using my advancement house rule, and it also reduces the odds of rolling a character with ability scores so high the variant hardcore progression rate will never catch up.</p><p></p><p>Regarding your rule, I've seen similar implementations of random minimums for ability scores in point-buy, and you have avoided the one flaw many of them possess. You did that by matching the maximum point-buy value of the random rolls to the point-buy actually given to the characters. Even if I roll 6, 6, 6, 1, 6, 6 for a Wizard, I can still get that 14 Intelligence. I think I like your method even more than 3d6 in order. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /> By making it impossible to roll above the point-buy actually given to the characters, you keep someone from being screwed out of playing the class they want by rolling high on all ability scores but the one they need.</p></blockquote><p></p>
[QUOTE="genshou, post: 2919690, member: 13164"] That would be me. The rule [B]Paraxis[/B] is referring to is right [URL=http://www.enworld.org/showpost.php?p=2833520&postcount=4]here[/URL] for those who are curious. It is true that the randomness is still there at lower levels, but that's something my players are usually fine with. I have experimented with probability statistics for various die rolling methods, and 3d5+3 (or 3d6, reroll 1s) is my favourite so far. PCs can never roll below 6 for an ability score, and unlike 4d6 drop lowest, the odds are evenly placed along the range of possible numbers. The average is still pretty close (a straight 12 vs. around 12.5 for 4d6dl) and PCs are less likely to roll remarkably high rolls. Best of all, the average roll costs 4 points on point-buy, so all 6 stats are likely to fall around the 24 point-buy range. That means it doesn't take long for below-average PCs to catch up to above-average PCs using my advancement house rule, and it also reduces the odds of rolling a character with ability scores so high the variant hardcore progression rate will never catch up. Regarding your rule, I've seen similar implementations of random minimums for ability scores in point-buy, and you have avoided the one flaw many of them possess. You did that by matching the maximum point-buy value of the random rolls to the point-buy actually given to the characters. Even if I roll 6, 6, 6, 1, 6, 6 for a Wizard, I can still get that 14 Intelligence. I think I like your method even more than 3d6 in order. ;) By making it impossible to roll above the point-buy actually given to the characters, you keep someone from being screwed out of playing the class they want by rolling high on all ability scores but the one they need. [/QUOTE]
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