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D&D 5E Are you using 3d6 apply as rolled and if so can you share your experience?

I've done 4d6 drop lowest in order for my 5E game. I like the idea of discovering the character through what the dice give as opposed to designing from a concept.

Sometimes you end up with Charismatic or Intelligent Fighters, or Wizards that were track stars in Magic School. To me it creates more variety than the perfectly optimized standard array or point buy.

It combats a lot of the perceived issues with the game... I see so many people complain that fighters can't contribute outside of combat. This is usually because the player used point buy and dumped Intelligence and/or Charisma from the beginning, then they complain how their skills suck..
 

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Yardiff

Adventurer
To mitigate the big stat swing, add on either the Matt Colville rule (at least two stats 15 or higher) or the Matt Mercer (grand total has to be at least 70) or else you re-roll the entire set.

In the 1e PH Gary Gygax suggested the same thing as Matt Colville. If the players doesnt roll at least two 15's have them roll a new set. I think its around page 9 of the 1e PH.

I've always wonder what Matt Mercer's rules were for stat generation.
 

Wiseblood

Adventurer
I've done 4d6 drop lowest in order for my 5E game. I like the idea of discovering the character through what the dice give as opposed to designing from a concept.

Sometimes you end up with Charismatic or Intelligent Fighters, or Wizards that were track stars in Magic School. To me it creates more variety than the perfectly optimized standard array or point buy.

It combats a lot of the perceived issues with the game... I see so many people complain that fighters can't contribute outside of combat. This is usually because the player used point buy and dumped Intelligence and/or Charisma from the beginning, then they complain how their skills suck..

You say optimized I hear homogenized.
 

Hriston

Dungeon Master of Middle-earth (He/him)
To mitigate the big stat swing, add on either the Matt Colville rule (at least two stats 15 or higher) or the Matt Mercer (grand total has to be at least 70) or else you re-roll the entire set.
Both of those rules seem like they’re designed to guarantee at least a close to average result of a 4d6 drop lowest roll. For 3d6, I think the numbers are too high. If I wanted to use either system for 3d6, I’d make it at least two scores 13 or higher or total of at least 60.
 

Connorsrpg

Adventurer
I've done 4d6 drop lowest in order for my 5E game. I like the idea of discovering the character through what the dice give as opposed to designing from a concept.

Sometimes you end up with Charismatic or Intelligent Fighters, or Wizards that were track stars in Magic School. To me it creates more variety than the perfectly optimized standard array or point buy.

It combats a lot of the perceived issues with the game... I see so many people complain that fighters can't contribute outside of combat. This is usually because the player used point buy and dumped Intelligence and/or Charisma from the beginning, then they complain how their skills suck..
THIS! We use the same. 4d6 in order, but I do make one concession for someone to make a better build or go for a concept they had in mind. You can make 1 swap.

I love the variety this method produces too. As a player, I also like a low score to play up. Building with points-buy never really leads to this. One thing I am not liking about what I have seen with Pathfinder 2.
 

when I was first starting out in 1E back in the Stone Age, I had DMs who required this, and others who didn't. The biggest problem with the method is that it can give you someone who can't qualify for any class. The more usual method was 'roll 3d6 6 times and rearrange to suit'. Every time we started a new group of PCs, I generally ended up rolling 7-8 characters to get a decent one...
 


TwoSix

"Diegetics", by L. Ron Gygax
I already have a lot more concepts I'd like to play than I have time to actually play; I'd rather not have an additional set of constraints on my character creation if at all possible.

I also think the magnitude of general 3d6 rolls worked better with OD&D's low, flat bonus progression that modern D&D's linear, quickly scaling bonuses.
 

Connorsrpg

Adventurer
Both of those rules seem like they’re designed to guarantee at least a close to average result of a 4d6 drop lowest roll. For 3d6, I think the numbers are too high. If I wanted to use either system for 3d6, I’d make it at least two scores 13 or higher or total of at least 60.
Yeah, we use 4d6 drop lowest, can make one swap. But I also let a player start again if their total "+"s are less than +2.
(In the past I used to get players to roll 2 (or more) sets of stats and then choose one. Maybe I should try that again).
But I am not fond of arranging scores as you like. I like the odd fighter with a high INT or CHA, or any character with a low DEX, etc. THESE are what makes PCs stand out from others.
 

ccs

41st lv DM
The last time we used 3d6 in order was summer of 2008 in a short Basic/Expert game.
Peoples stats were all over the place, though a lot in the 8-12 range.
My own character, Garth the 1/2ling? Well.... Odds say that someone will roll really bad. Guess who that was.
The best that can be said of him stat wise is that "At least he doesn't have a negative to his Con."
Everything else granted me a -1/-2/-3 :(

And yet? Despite his stats? My week & imbecilic Hobbit was only 1 of 3 characters who survived the whole summer. He finished the "campaign" at 5th lv
 

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