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A different way to roll stats for 5E
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<blockquote data-quote="doctorhook" data-source="post: 6627059" data-attributes="member: 58401"><p>Nice work! I'll play around with your method.</p><p></p><p>FWIW, I developed another rolling method a few months back, which has definite similarities to yours (including using AnyDice.com while designing it): roll 3d4, drop the lowest roll, then add 7 to the sum of the two highest rolls in order to generate a score--repeat this twice so that you've generated three scores; next, roll 3d4, drop the lowest roll, then add 6 to the sum of the two highest rolls to generate another score--repeat this twice as well so that you've generated a total of six scores. The lowest possible array ends up being 9 9 9 8 8 8, while the highest is 15 15 15 14 14 14. I designed it to mimic the range of scores possible using point buy. (I don't know how to describe my method in nice notation, btw.)</p><p></p><p>Having used it to generate all the characters in my newest campaign, I learned a couple things about my method: 1) You get a lot of blandly well-rounded characters. Almost all of them have at least 12s in every score. 2) Several characters ended up "too weak", having no 15s at all. I ended up letting everyone replace one score with a 15, which also removed their lowest scores, making them even more well-roundedly bland. 3) Even though we were rolling, it didn't feel like there were much stakes. Overall, I think I'll try a different approach next time, since I think my idea worked a lot better in theory than in practice.</p></blockquote><p></p>
[QUOTE="doctorhook, post: 6627059, member: 58401"] Nice work! I'll play around with your method. FWIW, I developed another rolling method a few months back, which has definite similarities to yours (including using AnyDice.com while designing it): roll 3d4, drop the lowest roll, then add 7 to the sum of the two highest rolls in order to generate a score--repeat this twice so that you've generated three scores; next, roll 3d4, drop the lowest roll, then add 6 to the sum of the two highest rolls to generate another score--repeat this twice as well so that you've generated a total of six scores. The lowest possible array ends up being 9 9 9 8 8 8, while the highest is 15 15 15 14 14 14. I designed it to mimic the range of scores possible using point buy. (I don't know how to describe my method in nice notation, btw.) Having used it to generate all the characters in my newest campaign, I learned a couple things about my method: 1) You get a lot of blandly well-rounded characters. Almost all of them have at least 12s in every score. 2) Several characters ended up "too weak", having no 15s at all. I ended up letting everyone replace one score with a 15, which also removed their lowest scores, making them even more well-roundedly bland. 3) Even though we were rolling, it didn't feel like there were much stakes. Overall, I think I'll try a different approach next time, since I think my idea worked a lot better in theory than in practice. [/QUOTE]
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