Skyscraper
Adventurer
I'm more of an old schooler regarding ability generation and I like the roll 3d6 and apply it to your ability method. But I admit that having a bad ability score in your main ability kind of sucks. That, and having poor stats all around.
However, I like to have intelligent fighters or strong wizards be a possibility. And I like for the really bad ability scores to remain in there, PCs with a 5 in wisdom or a 4 in dex, usually make for really interesting role-playing opportunities. I also like for an 18 to be exceptional; and for a 16 to be rare and good.
Here is an alternate ability generation method I'm toying with:
1) roll 3d6 six times and apply the result to your 6 ability scores, in the order in which they are rolled
2) swap any two ability scores, once
3) roll 1d4 "heroic die". Add it to any ability score that is 13 or less
4) repeat #3, once
So you get two d4 heroic dice, but you need to roll them one by one and apply them immediately in the order they are rolled.
Any thoughts?
By the way, I'm not necessarily looking for you to convince me that buying ability scores or rolling 4d6 and applying them in the order you select, is better. That's a question of preference, and I respect that your preference might differ from mine. I've played extensively with those methods, I simply prefer another. I'm more wondering if the method I'm contemplating has issues that I not foreseeing, or generally looking for feedback on it to see for example if I might end up with unexpectedly weak characters. Thanks!
Sky
p.s.: anyone remember the 1E Unearthed Arcana alternate ability score generation method? We used that. You could apply 9d6 to one stat, 8d6 to the next, and so on until you had 3d6 for the last; keep best 3 on each. The reason you had 7 stats is because comeliness was introduced in UA. I can tell you we didn't have a lot of players awarding anything worthwhile in that stat in the number of d6 department
However, I like to have intelligent fighters or strong wizards be a possibility. And I like for the really bad ability scores to remain in there, PCs with a 5 in wisdom or a 4 in dex, usually make for really interesting role-playing opportunities. I also like for an 18 to be exceptional; and for a 16 to be rare and good.
Here is an alternate ability generation method I'm toying with:
1) roll 3d6 six times and apply the result to your 6 ability scores, in the order in which they are rolled
2) swap any two ability scores, once
3) roll 1d4 "heroic die". Add it to any ability score that is 13 or less
4) repeat #3, once
So you get two d4 heroic dice, but you need to roll them one by one and apply them immediately in the order they are rolled.
Any thoughts?
By the way, I'm not necessarily looking for you to convince me that buying ability scores or rolling 4d6 and applying them in the order you select, is better. That's a question of preference, and I respect that your preference might differ from mine. I've played extensively with those methods, I simply prefer another. I'm more wondering if the method I'm contemplating has issues that I not foreseeing, or generally looking for feedback on it to see for example if I might end up with unexpectedly weak characters. Thanks!
Sky
p.s.: anyone remember the 1E Unearthed Arcana alternate ability score generation method? We used that. You could apply 9d6 to one stat, 8d6 to the next, and so on until you had 3d6 for the last; keep best 3 on each. The reason you had 7 stats is because comeliness was introduced in UA. I can tell you we didn't have a lot of players awarding anything worthwhile in that stat in the number of d6 department
