D&D 5E How do you avoid overshadowing while applying ability scores as rolled?

Use a point buy but only allow them to raise to 12, and give them less points, let's see, so I want them to be between 6 and 14 after racial mod, so set all attributes to 6 and give them the opportunity to raise 3 attributes to 12, that's 18 points. That get's you the desired output spectrum and you do not have to worry about a party consisting of three wizards and a rogue.
The latter being a thing which would turn me off from a campaign, if luck would determine what class I get to play, like I posted already in your other thread on that topic. What I still do not get is what You as the DM gets out of your random class thing. It makes your life hard if the players run with it and do not care about a multiple class X party. In fact, some challenges might become impossible if you do not have a minimum skill in one of the base functions fighter/divine/rogue/arcane and be it someone who got some points In the religion skill or arcana or has a good perception to locate a deadly trap.
Do not forget the "Ur- grognard - style" of playing was to steal the treasure w/o combat and to acquire henchmen for the dirty job. Everything was dicy and swingy not just your 6x3d6 in order:
What monster the party will meet, how hostile it is what treasure it got if his buddys would show up on a rest or roam the dungeon / area freely, what spell a wizard could learn etc. - all based on a random number was all part of the game - if you want to recreate the feel of these times then do not forget to include all features and not pick out a single one.

If you just want a different power level, your 6x3d6 in order will not give you that no matter what because it can swing in both directions and the character creation once done is done and does not change so fast and you and your players have to roll along with it.
 

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Use point buy but make random result.
Assign those results to players.
Or simply roll yourself the stats until you got something satisfying.
 

Just to get it out of the way:
I've never seen the problem people complain about. Certain people are going to play the same subset of PCs over and over again no matter what their ability scores are. Then again, I have no clue what my player's PC's ability scores are. Because I use point buy all I know they're relatively balanced.​
But like others I'd just randomly assign the numbers from a standard array or roll up a set of numbers that you like and use that. I came up with a list of all options at one point, but looks like the web site referenced does that.
 

If you get 2 or more players who decide to play the same class, ask them to discuss among themselves which subclass they intend to pursue. Tell them your concerns - that you'd like to avoid overshadowing so that everyone has fun and a chance to shine.

For example a character with high Strength has a lot of options - fighter - ranger if they also have decent wisdom - paladin if they also have decent charisma - barbarian if they also have decent dexterity and constitution. That's 4 different strength based classes, and I haven't even gotten to subclasses yet.

If you'd like less 'swingy' stats you could try 6 + 2d6.
 

A DM I play applied various handicaps to characters with high totals, and gave benefits to those with low rolls. I didn't love all the choices he came up with, but I'd like to see a table of really good/interesting choices, maybe with different point costs.

For example, one of his penalties was to be blind. Yes, blind. But with 10' blindsight. I was really tempted to build a rogue and take that.
 

Also, here's the method I came up with a while ago:

1) Roll 3d6 x 6 (either in order or not).
2) Increase scores with Point Buy, but with a pool of only 12 points.

Statistically that's about equal to standard array, point buy, or 4d6-1.

To mitigate "overshadowing" you could adjust the point pool. I don't think you would want to negate imbalances, because that would...ironically...make it desirable to roll low. But maybe, for example, for every two points below average that you roll, you get one more point for point buy. And vice versa. (Plus you can't go above 15 with point buy, so rolling high has that advantage.)
 

Use point-buy to create arrays of stats for each class (I'd go with at least 6 per class).
Number each array (1 to 6 for example).
Have the player roll a die (a d6 in this example) and use the array rolled.

Everyone gets equivalent ability scores and can play the class they want, but you could still get a high charisma barbarian or muscular wizard.
 

The DM controls the spotlight. You can ensure that everyone has the opportunity to participate more or less equally over the course of a session, adventure, or campaign. Players can (and in my opinion should) also make sure their fellow players get as much screen time as they do. That's just good-spirited play in my view.

And on that note, the characters aren't competing with each other anyway. It's a good thing if someone on my team is great at what they do, even if I'm not as good at that same thing. Perhaps I'm good at other things or in other ways. Maybe I have to spend some extra resources like Inspiration from time to time to be as good or better. Perhaps I need to improve my player skill by striking a balance between relying on my character's bonuses and abilities and paying attention to the game and coming up with good approaches to goals that obviates the need to roll in the first place. That's a fun creative challenge in my view. If I'm not good at that sort of thing, the only way I'm going to get better at it is to do it. And why wouldn't I be up for trying to learn something new or improve my skill?

I see the game you propose as a thing full of opportunities, not rife with problems. Luck is not something one can control, but it can be mitigated with skillful play. And if I have a character that lacks in areas where my teammates do not, my fellow adventurers can pick up the slack, plus it will be that much sweeter when I succeed. So yeah, as DM, just make sure the spotlight falls more or less evenly on each player and character, talk to your players about what I say above, and I bet everything goes just fine.
 

In our group, during session 0, we each roll a series of 4d6k3. One each. Not three, not two because the first one was lame. One. Including the DM.

Then, all series become available to everyone. If one is clearly superior, all players chose the same but typically, there are two or three worth considering.

NPCs and PC-built villains use these stats as well.
 

In my current campaign I used playing cards to have players generate their PC stats, with the numbers acquired being assigned in order. Due to the set types of cards, while there is slight variance between PCs, they all maintain a pretty good balance to each other. The method was also really useful in getting some players to actually consider the Standard Human, as the method generates 4 "odd" scores fairly often, and the "get six +1s" bumps most of their stats to the next modifier.

Make a deck of 12 cards:
two 4's
two 5's
two 6's
three 7's
two 8's
one 9

The player shuffles them up and then deals six piles of two cards each. As they flip each pile, they add the numbers together and assign them to the six ability scores in order. Once they have their six stats, they can then choose their race and class based off of them.

Most PCs will end up with at least one (if not 2) stats of 15+. A few players will luck out and get a 16 or 17 (which will let them jump up to a +4 mod with the appropriate race selection.) And you may have the unluckiest individual who might end up with 12s and 13s across the board, but that is exceedingly rare. So you might decide to put in a rule that says if a PC has no +3 to at least one ability score after racial bonuses, they can re-draw.
 

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