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General Tabletop Discussion
*Dungeons & Dragons
Ability score generation: "buy your dice roll"
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<blockquote data-quote="EzekielRaiden" data-source="post: 8519914" data-attributes="member: 6790260"><p>If folks would like a simpler method, do something like this:</p><p></p><p>You have five points. By default, roll 3d6 in order. Spend one point on a stat to instead roll 2d6+6 for one stat. Spend two points to instead roll (best 1 of 2d6)+12. If you have points left over, you can spend them to add 2 to any score less than 8, or 1 to any score 8-12. Alternatively, you may swap two stat values by spending one point.</p><p></p><p>Nice and simple, no need to faff about with big numbers or major modifications. Takes all of five sentences, two of which are very short. Spending 2 points is almost certainly worth the cost, but still a gamble. (If you prefer, just make it 1d6+12 to make it that much more of a gamble, and the process that much simpler.) Players who decide to just roll have a major cushion against really low stats, while players who specialize risk hyper-specialization. Everyone always has at least one stat that rolls 3d6, so odds are decent at least one score will be on the low end. There isn't assign-to-taste, but if you hold onto a point, you can at least swap one stat if necessary.</p><p></p><p>As baseline examples, I'll do a Dragonborn Paladin and a Half-Elf Bard, since those are characters I've played in 5e before.</p><p></p><p>[SPOILER="Dragonborn Paladin"]Gonna take (2d6k1)+12 for Charisma and Strength, 3d6 for everything else, keeping that reserve point just in case.</p><p>"High" rolls: 14, 13 (in order Str/Cha)</p><p>Remaining rolls: 10, 6, 12, 7, which go in order Con/Dex/Int/Wis.</p><p>This gives</p><p>Str: 14+2 (racial) = 16</p><p>Con: 10</p><p>Dex: 6</p><p>Int: 12</p><p>Wis: 7</p><p>Cha: 13+1 (racial) = 14</p><p>Got some real crap rolls on those first two! Guess I shouldn't have gambled so hard. I could put my remaining point into bumping up Dex, but I think I like the idea of a knight who fights really well but is as coordinated as a fledgling goose outside of that context, so I'll bump Wis to 9. May invest an ASI into Dex at some point just 'cause that IS a painful hole though.</p><p></p><p>Final scores</p><p>Str 16</p><p>Con 10</p><p>Dex 6</p><p>Int 12</p><p>Wis 9</p><p>Cha 14</p><p>Not ideal, but not totally awful either.[/SPOILER]</p><p></p><p>[SPOILER="Half-elf Bard"]Half-elf: Charisma is really the only "key" stat for a Bard. I'll do the high roll for Charisma, and medium rolls for Dex, Con, and Int. The other stats fall where they may.</p><p>High roll: 17</p><p>Mid rolls: 17, 10, 13 (order Con, Dex, Int)</p><p>Low rolls: 14, 15 (order Str, Wis)</p><p></p><p>Wow, holy crap, this is an insanely good set given what I went for--dramatically better than the previous! We end up with:</p><p>Str: 14</p><p>Con: 17</p><p>Dex: 10</p><p>Int: 13</p><p>Wis: 15</p><p>Cha: 17+2 = 19</p><p></p><p>I have the two floating half-elf ability bonuses, but they can't be applied to Cha. Con 18 is a no-brainer for this character, but it's a bit tough to choose between the other two. Bards should be well-rounded though, so I think a bigger Int modifier is better.</p><p></p><p>Final scores</p><p>Str 14</p><p>Con 18</p><p>Dex 10</p><p>Int 14</p><p>Wis 15</p><p>Cha 19</p><p>A surprisingly "physical" character--almost worth considering Valor Bard over the alternatives. That (relatively) low Dex actually prevents the approach I would typically take, sadly, but perhaps this could work as a Bard that dabbles in Bladelock?[/SPOILER]</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 8519914, member: 6790260"] If folks would like a simpler method, do something like this: You have five points. By default, roll 3d6 in order. Spend one point on a stat to instead roll 2d6+6 for one stat. Spend two points to instead roll (best 1 of 2d6)+12. If you have points left over, you can spend them to add 2 to any score less than 8, or 1 to any score 8-12. Alternatively, you may swap two stat values by spending one point. Nice and simple, no need to faff about with big numbers or major modifications. Takes all of five sentences, two of which are very short. Spending 2 points is almost certainly worth the cost, but still a gamble. (If you prefer, just make it 1d6+12 to make it that much more of a gamble, and the process that much simpler.) Players who decide to just roll have a major cushion against really low stats, while players who specialize risk hyper-specialization. Everyone always has at least one stat that rolls 3d6, so odds are decent at least one score will be on the low end. There isn't assign-to-taste, but if you hold onto a point, you can at least swap one stat if necessary. As baseline examples, I'll do a Dragonborn Paladin and a Half-Elf Bard, since those are characters I've played in 5e before. [SPOILER="Dragonborn Paladin"]Gonna take (2d6k1)+12 for Charisma and Strength, 3d6 for everything else, keeping that reserve point just in case. "High" rolls: 14, 13 (in order Str/Cha) Remaining rolls: 10, 6, 12, 7, which go in order Con/Dex/Int/Wis. This gives Str: 14+2 (racial) = 16 Con: 10 Dex: 6 Int: 12 Wis: 7 Cha: 13+1 (racial) = 14 Got some real crap rolls on those first two! Guess I shouldn't have gambled so hard. I could put my remaining point into bumping up Dex, but I think I like the idea of a knight who fights really well but is as coordinated as a fledgling goose outside of that context, so I'll bump Wis to 9. May invest an ASI into Dex at some point just 'cause that IS a painful hole though. Final scores Str 16 Con 10 Dex 6 Int 12 Wis 9 Cha 14 Not ideal, but not totally awful either.[/SPOILER] [SPOILER="Half-elf Bard"]Half-elf: Charisma is really the only "key" stat for a Bard. I'll do the high roll for Charisma, and medium rolls for Dex, Con, and Int. The other stats fall where they may. High roll: 17 Mid rolls: 17, 10, 13 (order Con, Dex, Int) Low rolls: 14, 15 (order Str, Wis) Wow, holy crap, this is an insanely good set given what I went for--dramatically better than the previous! We end up with: Str: 14 Con: 17 Dex: 10 Int: 13 Wis: 15 Cha: 17+2 = 19 I have the two floating half-elf ability bonuses, but they can't be applied to Cha. Con 18 is a no-brainer for this character, but it's a bit tough to choose between the other two. Bards should be well-rounded though, so I think a bigger Int modifier is better. Final scores Str 14 Con 18 Dex 10 Int 14 Wis 15 Cha 19 A surprisingly "physical" character--almost worth considering Valor Bard over the alternatives. That (relatively) low Dex actually prevents the approach I would typically take, sadly, but perhaps this could work as a Bard that dabbles in Bladelock?[/SPOILER] [/QUOTE]
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