toucanbuzz
No rule is inviolate
I was going through my old notes and came across this homebrew ability score generation option I used in 3E to give some variance with ability scores so everyone didn't look cookie cutter. This way, maybe there could be a wizard with an 18 STR because does every wizard have an 8-10 Strength? There isn't one wizard in the world who works out? I'm pretty sure I didn't create it, don't know who did, and was positing whether it would translate to 5E.
Buy your dice roll method:
You have 5 points. Purchase a roll for each ability score from the options below. You don't have to spend all 5 points on rolls. You can instead "reserve" any number of your 5 points to improve a score after the dice are rolled. The worse the score, the bigger the improvement.
Reserve boost per point spent:
Optional: Mulligan / Superhero. Although unlikely that one may roll to the extremes, the DM and player should discuss a redo (“mulligan”) if no score has a positive ability modifier, or all scores have a positive ability score modifier.
Example:
Buy your dice roll method:
You have 5 points. Purchase a roll for each ability score from the options below. You don't have to spend all 5 points on rolls. You can instead "reserve" any number of your 5 points to improve a score after the dice are rolled. The worse the score, the bigger the improvement.
Point Cost Method | Die Roll | Range | Average |
A: 3 points. | 15 + 1/2 of 1d6 (round down) | 15-18 | 16.5 |
B: 2 points. | 10 + 2d4 | 12-18 | 15 |
C: 1 point. | 6 + 2d6 | 8-18 | 13 |
D: 0 points. | 3d6 | 3-18 | 10.5 |
Reserve boost per point spent:
Ability Score | Boost |
3-7 | +3 |
8-13 | +2 |
14-16 | +1 |
17-18 | +0 |
Optional: Mulligan / Superhero. Although unlikely that one may roll to the extremes, the DM and player should discuss a redo (“mulligan”) if no score has a positive ability modifier, or all scores have a positive ability score modifier.
Example:
I'm thinking about playing a wizard, so I know I'll want high intelligence, and I also decide I want a decent Con to survive. I use 3 points to buy method A for Intelligence because it gives me the highest range. I buy a Method Cs for Con at 1 point and make the rest Method D (costs me nothing) so I can save 1 point for a boost, just in case.
STR - 3d6 Rolled a 13
Dex – 3d6 Rolled a 12
Con - 6+2d6 Rolled an 8
Int - 15 + 1/2 of 1d6 (round down) Rolled a 17
Wis - 3d6 Rolled a 7
Cha - 3d6 Rolled an 11
Now I have a dilemma. My Con at 8 is poor, and the "boost" would get it up by +2 to a 10 so I'd have no penalty. Or, I could do the same to my 7 Wisdom to get it to a 10 (+3). Or, I might just boost something else! All depends on what you're playing. And, this wizard works out. He's got a 13 Strength. No more embarrassment asking others to help carry your waterskin when it's filled up.
STR - 3d6 Rolled a 13
Dex – 3d6 Rolled a 12
Con - 6+2d6 Rolled an 8
Int - 15 + 1/2 of 1d6 (round down) Rolled a 17
Wis - 3d6 Rolled a 7
Cha - 3d6 Rolled an 11
Now I have a dilemma. My Con at 8 is poor, and the "boost" would get it up by +2 to a 10 so I'd have no penalty. Or, I could do the same to my 7 Wisdom to get it to a 10 (+3). Or, I might just boost something else! All depends on what you're playing. And, this wizard works out. He's got a 13 Strength. No more embarrassment asking others to help carry your waterskin when it's filled up.