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All Fours: the Rule of Fours? the Game of Fours?
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<blockquote data-quote="Hassassin" data-source="post: 5746872" data-attributes="member: 6675228"><p>Hass works fine. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p></p><p></p><p>First, remember that dropping the number of abilities makes extreme individual ability scores less likely, but extreme overall results more likely.</p><p></p><p>Example: (How do you get one of those hiding spoiler thingies?)</p><p>[think]<span style="font-size: 9px">Lets assume for the moment method 1. Let's also not re-roll any poor results.</span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px">With six abilities you would only 7% of the time get all abilities below 14 (3-13), the chance of that with four abilities rises to 17%. OTOH, chance of rolling all 12 or above rises from 6% to 14%.</span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px">Similarly, with six abilities the chance of having highest ability 18, 17, 16 or 15 is 9%, 21%, 27% and 23%, respectively. With four abilities these drop to 6%, 15%, 22% and 22%.</span>[/think]</p><p></p><p>This is something to keep in mind, because of these two issues:</p><p></p><ol> <li data-xf-list-type="ol">Having a key ability score of N+ is less likely that in 6-ability D&D (matters for ability requirements for skills/feats/stuff).</li> <li data-xf-list-type="ol">There will be more variation between abilities of PCs (likelier someone will have a significantly weaker/stronger character than others).</li> </ol><p></p><p>That's why I would not choose method 3, which would make both these issues even more significant, since it has a wider distribution and a lower average.</p><p></p><p>Method 2 would raise the average, "correcting" the first. However, it too had a wider distribution so the second is even more significant.</p><p></p><p>Therefore, I'd choose method 1 or another method of ability score generation, like point buy or predefined array (16/13/12/8?).</p></blockquote><p></p>
[QUOTE="Hassassin, post: 5746872, member: 6675228"] Hass works fine. :) First, remember that dropping the number of abilities makes extreme individual ability scores less likely, but extreme overall results more likely. Example: (How do you get one of those hiding spoiler thingies?) [think][SIZE="1"]Lets assume for the moment method 1. Let's also not re-roll any poor results. With six abilities you would only 7% of the time get all abilities below 14 (3-13), the chance of that with four abilities rises to 17%. OTOH, chance of rolling all 12 or above rises from 6% to 14%. Similarly, with six abilities the chance of having highest ability 18, 17, 16 or 15 is 9%, 21%, 27% and 23%, respectively. With four abilities these drop to 6%, 15%, 22% and 22%.[/SIZE][/think] This is something to keep in mind, because of these two issues: [LIST=1] [*]Having a key ability score of N+ is less likely that in 6-ability D&D (matters for ability requirements for skills/feats/stuff). [*]There will be more variation between abilities of PCs (likelier someone will have a significantly weaker/stronger character than others). [/LIST] That's why I would not choose method 3, which would make both these issues even more significant, since it has a wider distribution and a lower average. Method 2 would raise the average, "correcting" the first. However, it too had a wider distribution so the second is even more significant. Therefore, I'd choose method 1 or another method of ability score generation, like point buy or predefined array (16/13/12/8?). [/QUOTE]
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