Yaarel
🇮🇱 🇺🇦 He-Mage
Using the weighted statistics of 4d6 Drop for the costs diverges from the official 5e costs.
4d6 Drop (Frequency, Increment): Resulting statistically determined cost
18 (.0162, 7.72): 20 points
17 (.0417, 3.00): 13 points
16 (.0725, 1.72): 10 points
15 (.1011, 1.24): 8 points
14 (.1235, 1.01): 7 points
13 (.1327, 0.94): 6 points
12 (.1289, 0.97): 5 points
11 (.1142, 1.09): 4 points
10 (.0941, 1.33): 3 points
9 (.0702, 1.78): 1 point
8 (...): 0 points
The official 5e calculations in the Players Handbook derive statistically from the 3d6 bell curve, rather than the weighted 4d6 Drop bell curve.
Moreover, the conscious control that the player has to choose how big the needed score needs to be, has value in itself, more value than the risks of too low and too many low scores if rolling 4d6 drop randomly. So, the unweighted 3d6 values feel more fair. And in the context of 5e bounded accuracy results in a better offering of balanced arrays.
4d6 Drop (Frequency, Increment): Resulting statistically determined cost
18 (.0162, 7.72): 20 points
17 (.0417, 3.00): 13 points
16 (.0725, 1.72): 10 points
15 (.1011, 1.24): 8 points
14 (.1235, 1.01): 7 points
13 (.1327, 0.94): 6 points
12 (.1289, 0.97): 5 points
11 (.1142, 1.09): 4 points
10 (.0941, 1.33): 3 points
9 (.0702, 1.78): 1 point
8 (...): 0 points
The official 5e calculations in the Players Handbook derive statistically from the 3d6 bell curve, rather than the weighted 4d6 Drop bell curve.
Moreover, the conscious control that the player has to choose how big the needed score needs to be, has value in itself, more value than the risks of too low and too many low scores if rolling 4d6 drop randomly. So, the unweighted 3d6 values feel more fair. And in the context of 5e bounded accuracy results in a better offering of balanced arrays.
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