Ability Score Generation

What method of ability score generation do you use?

  • 3d6

    Votes: 5 0.9%
  • 4d6 - discard low roll

    Votes: 251 46.7%
  • 5d6- discard 2 low rolls

    Votes: 16 3.0%
  • point buy

    Votes: 195 36.2%
  • other - please explain

    Votes: 71 13.2%

I use a 28 point buy but, before racial modifiers, roll 3d6 for each stat in turn and if its higher keep the better score. It normally doesn't make alot of difference but this system does mean you get the stats you need and the chance for a high stat in a low priority ability.
 

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That's not a bad idea at all. :)

Altho it probably tends to have more 8's than you usually see, because of the quite decent chance to roll over that 8, or not?

Minmaxing (very high, very low, very few moderate stats) could be quite prominent with that method.

Could be cool for using once, tho, if you don't tell the players of the rolling option until after they assigned their stats. ;)

Bye
Thanee
 
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I'll just quote from the document I gave to players for the last campaign. Generally whatever I use is similar to this, though sometimes I don't offer an array, but give them a set number of points to distribute before applying "extra credit."

Distribute this array as your ability scores: 14, 13, 12, 11, 10, 8.
Alignment: any non-evil.

Playable races: Human, Dwarf, halfling.

Playable classes: all as per Player’s handbook, except sorcerer. If you want to play a sorcerer, talk to me first, and I’ll give you the stats for my modified one.



If you include a picture of your character, you can have an extra point to add to an ability. You can earn one extra point to put into an ability for every two of the following items you include in your character biography. (But no ability can be higher than 18 before racial bonuses.)



  • Family Background—number of siblings, parents alive or dead, etc.
  • Family Social Standing.
  • Family or personal enemies.
  • A tragedy that occurred in your family or to you personally.
  • Greatest fear.
  • Personality quirks.
  • What your character did before heeding the call to adventure.
  • A secret that your fellow players don’t know about you at the start of the adventure.
  • Something your character is ashamed of.
  • Something your character is particularly proud of.
 

I give my players the scores of 18 through 13 to arrange how they will. Sure it makes for powerful characters but then again I like epic campaigns with the players as the focus. I want them to be a cut above even the other adventurers. I know that as a DM I can always come up with something to challenge them. Stats alone do not a powerful character make. I allow them the potential to be the best at whatever class they choose but then again when they get to be high level I WANT them to be the very best in all the lands so that the survival of the land is up to them rather than some NPC. :D
 

wilder_jw said:
Basically, it's 156 points. Str, Dex, and Int cost 2.25 * STAT, Con and Wis are at 2, and Cha is at 1.75. The weighting doesn't make a lot of difference, but it's had some success encouraging my players not to ignore Charisma.

I would SO play an Aasimar Sorcerer or Paladin in your campaign. :D
 


Other.


3d6, six times in order is the only way to generate stats.

of course, i admittedly do house rule. the referee doesn't roll the stats in my campaign. i let the players put fate in their own hands. ;)
 

I use a playing card method I have been developing over time (I know I have brought this method up before). The current deck of cards that I use includes:

3x - 2
3x - 3
6x - 4
3x - 5
3x - 6

The player shuffles the cards, then deals them into 6 piles of three cards each. They then turn over 1 pile and total the cards; then they assign it to a stat. They then turn over a second pile, total and assign... continuing this process until the 6th pile is uncovered and there is only one stat left to assign the pile to.

Lowest stat possible: 6
Highest stat possible: 18
Average stat: 12
 

KDLadage said:
I use a playing card method ...The player shuffles the cards, then deals them into 6 piles of three cards each. They then turn over 1 pile and total the cards; then they assign it to a stat. They then turn over a second pile, total and assign... continuing this process until the 6th pile is uncovered and there is only one stat left to assign the pile to.
They make—whatdoyoucallem'?—oh yeah, dice. ;)
 

My preferred method, roll 4d6, reroll all 1's and 2's until they are all at least 3's. Pick 3 highest. Assign rolls in order desired. Stat range 9 to 18, Averages in the 13 to 14 range.

I have never met a player who said no to high stats. Besides, low stats suck.
 

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