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Ability Generation
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<blockquote data-quote="SableWyvern" data-source="post: 1580721" data-attributes="member: 1008"><p>In recent times, I have become enamoured of "controlled randomness" in ability generation. I have always been a fan of "just roll the dice" style ability generation, and I was fairly disapointed with the point buy system introduced in the Rolemaster Standard System (actually, I have a few problems with the standard stat gen system in RMSS, but this is a d20 board so I'll move on...).</p><p></p><p>Anyway, in my attempts to rectify some of my perceived problems in RMSS, I came up with a system whereby players spend points on their stats, with these point values providing an average result. How the player achieves their actual stat is somewhat open ... frex, you might choose to roll 60+2d20, or 70+2d10. So, you've got a good idea of whereabouts your final value will be, and you also choose how far the final value can diverge from the average.</p><p></p><p>Getting towards the actual point ... my last, fully-fledged D&D campaign used the default 4d6 drop system. And, the randomness did have a large measurable effect, creating some disparity between PCs. But, I find that there is something viscerably enjoyable about rolling abilities, conversely I find point buy feels a little clinical. Solution?</p><p></p><p>20 Point Buy.</p><p></p><p>No ability can be initially purchased to a higher value than 16.</p><p></p><p>Once initial values are purchased, players have 3 d4s to allocate to their abilities, in any fashion they see fit. The proviso is that all three dice are allocated before any are rolled.</p><p></p><p>The results of the d4s are then added to the purchased ability values, with a maximum result of 18.</p><p></p><p>This means the players can control how random their ability scores are. Desperately want an 18? Purchased value of 16, +2d4 guarantees it, but is wasteful. Want to gamble on three 18s? 14+1d4, 14+1d4, 14+1d4, 10, 8, 8. This, in my mind, provides a nice balance between randomness and player control. And, since the player knows exactly what they're getting/risking, there's less reason to complain if things don't work out.</p><p></p><p>I'm also thinking about allowing players to substitute the 3d4 for 2d6 or 1d8, thereby increasing the potential rewards, but simultatneously increasing the chances of a poor result.</p><p></p><p>Naturally, the number of available dice and the size of the point buy can be modified to cater for different power levels. When playing the odds to maximise overall results, the 20pt buy/3d4 roughly equates to a 32pt buy.</p><p></p><p>It's also worth noting that I intend for values and d4s to be allocated to specific abilities before rolling.</p></blockquote><p></p>
[QUOTE="SableWyvern, post: 1580721, member: 1008"] In recent times, I have become enamoured of "controlled randomness" in ability generation. I have always been a fan of "just roll the dice" style ability generation, and I was fairly disapointed with the point buy system introduced in the Rolemaster Standard System (actually, I have a few problems with the standard stat gen system in RMSS, but this is a d20 board so I'll move on...). Anyway, in my attempts to rectify some of my perceived problems in RMSS, I came up with a system whereby players spend points on their stats, with these point values providing an average result. How the player achieves their actual stat is somewhat open ... frex, you might choose to roll 60+2d20, or 70+2d10. So, you've got a good idea of whereabouts your final value will be, and you also choose how far the final value can diverge from the average. Getting towards the actual point ... my last, fully-fledged D&D campaign used the default 4d6 drop system. And, the randomness did have a large measurable effect, creating some disparity between PCs. But, I find that there is something viscerably enjoyable about rolling abilities, conversely I find point buy feels a little clinical. Solution? 20 Point Buy. No ability can be initially purchased to a higher value than 16. Once initial values are purchased, players have 3 d4s to allocate to their abilities, in any fashion they see fit. The proviso is that all three dice are allocated before any are rolled. The results of the d4s are then added to the purchased ability values, with a maximum result of 18. This means the players can control how random their ability scores are. Desperately want an 18? Purchased value of 16, +2d4 guarantees it, but is wasteful. Want to gamble on three 18s? 14+1d4, 14+1d4, 14+1d4, 10, 8, 8. This, in my mind, provides a nice balance between randomness and player control. And, since the player knows exactly what they're getting/risking, there's less reason to complain if things don't work out. I'm also thinking about allowing players to substitute the 3d4 for 2d6 or 1d8, thereby increasing the potential rewards, but simultatneously increasing the chances of a poor result. Naturally, the number of available dice and the size of the point buy can be modified to cater for different power levels. When playing the odds to maximise overall results, the 20pt buy/3d4 roughly equates to a 32pt buy. It's also worth noting that I intend for values and d4s to be allocated to specific abilities before rolling. [/QUOTE]
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