• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

D&D 5E Alternate ability generation rule

We like 3d6 reroll 1s for our group. While it still use the 3d6, rerolling 1s ensure no score can be below 6. It generally gives slightly weaker arrays than 4d6 but ensures higher minimum while keeping the same maximum range.
 

log in or register to remove this ad

Interesting ideas all around.

At this.poing in the thread, i'm inclined to try

Roll 3d6 six times and apply them in the order in which they were rolled
Change one stat to 14

Simple and straightforward. Ensures at least 14 in main stat. Might yield a crappy character though... But I think this is part of the fun :)
 

If it's that important to the campaign, why not just remove chance from the equation and assign an array in the range you find reasonable? Maybe 14-13-11-10-8-6?

You have to let players rearrange scores anyway, if you want them to be able to choose their class before rolling, and the statistical difference between dice-and-a-swap isn't going to be all that different from just letting them assign the array.

This will avoid the situation where one player rolls very poorly and another rolls super high -- something that ALWAYS happens, in my experience. The player with negative stat mods in all but his primary is not going to have much fun, no matter how many awesome stories you tell him about that time you had a Strength of 4.
 

You have to let players rearrange scores anyway

I don't think that is in any way a given for [MENTION=48518]Skyscraper[/MENTION].

This feels like a classic case of playstyle difference. You might not have fun playing the negative-stat-in-all-but-his-primary-ability character, but I've known many who would. Granted, they're all also proponents of OSR, so maybe it's a case of grognard flu. :P

So. For Skyscraper's purposes, I see a few things as being requirements.

1) Rolled stats vs. point-buy or arrays. -- Randomness is a feature, not a bug for this playstyle.
2) In Order (with some small wiggle room) -- See above regarding randomness. But add that by this playstyle, the stats you get provide as much of a hook for roleplaying as the Ideals/Bonds/Flaws system.
3) Heroes, not Super Heroes -- I get the impression that he wants characters to have stats slightly below the expected level for 5E.

I think it would be most helpful if we focused on ideas that fit the goals.

I like arrays. But suggesting them in this thread isn't very helpful, IMO.

All that said, I think the 3d6 in order, sub a single 14 works well. It maintains the randomness and the range of stats while also giving an "emergency out" if you ended up with something unplayable.

I might also allow players to reroll their array if they end up with a character that's just TOO sucky (as judged by the DM).
 

My prefered way is array or point buy, but for you fans of random generation what about a random array.

Write the six array values on index cards or assign a playing card to each value then shuffle those six cards up and then flip them over in order assigning each value as you go down the list.

So everyone uses the same numbers but where those numbers go is random.

Then they can apply racial modifiers to help get the scores they want.

Then and I like this step, you get a +1 to the value of an ability score your gain saving throw proficiencies in at 1st level from your class.

So even if you end up with a 12 is Dex from random draw, you can pick halfling to get a +2 dex, then pick rogue and you end up with a 15 Dex score. The highest array value is a 15, highest racial mod is +2, and then +1 from class gets you a max of 18.

Don't think I would use this too random for me, but figured I would share the idea.
 

If it's that important to the campaign, why not just remove chance from the equation and assign an array in the range you find reasonable? Maybe 14-13-11-10-8-6?

You have to let players rearrange scores anyway, if you want them to be able to choose their class before rolling, and the statistical difference between dice-and-a-swap isn't going to be all that different from just letting them assign the array.

This will avoid the situation where one player rolls very poorly and another rolls super high -- something that ALWAYS happens, in my experience. The player with negative stat mods in all but his primary is not going to have much fun, no matter how many awesome stories you tell him about that time you had a Strength of 4.

[MENTION=63913]Boarstorm[/MENTION] pretty replied to my concerns, but I'd add that I do not wish to prevent PCs from having scores above 14 and consequently assigning an array with 14 being the top score is not my intent. If someone rolls an 18, good for him! Secondly, having PCs with different highest scores is also somethign that I see as desirable. So again, putting everyone on equal footing by assigning arrays that all include 14 as highest score, putting everyone on equal footing, is not my intent.
 

Here's another one I just thought of.

1. Decide which ability you want for your highest score and your second highest score.
2. Roll 6 scores, in order.
3. Assign the highest score and second highest score to the abilities you picked in step 1.
4. Assign the rest of the scores to the rest of the abilities, in order.
5. If your highest is less than 16 or your total is less than 64 you may start over if you wish.

EXAMPLE. You want to play a fighter so:
1. You pick Str and Con as your highest and second highest.
2. You roll 8, 7, 11, 15, 13, 10.
3. You get Str 15, Con 13.
4. You get Dex 8, Int 7, Wis 11, Cha 10.
5. Your highest is 15 and your total is 64 so you have the option to reroll, but you don't trust your dice so you're going to stick with it. Your final scores are Str 15, Dex 8, Con 13, Int 7, Wis 11, Cha 10. Not too shabby for a fighter, although lower powered than the default 5e assumptions.


You could mix this up with the UA method: Maybe the first two scores you roll are 5d6-drop-the-lowest-2, then the rest are 3d6. This means you're likely to get at least two really good scores but a bunch of 3d6 rolls means you'll still have the possibility of getting low scores.
 
Last edited:

[MENTION=63913]Boarstorm[/MENTION] pretty replied to my concerns, but I'd add that I do not wish to prevent PCs from having scores above 14 and consequently assigning an array with 14 being the top score is not my intent. If someone rolls an 18, good for him! Secondly, having PCs with different highest scores is also somethign that I see as desirable. So again, putting everyone on equal footing by assigning arrays that all include 14 as highest score, putting everyone on equal footing, is not my intent.
I made a mistake back up the thread, but it may prove productive. 72 is the typical sum from 3d6 twelve times keep six. 63 is of course that from 3d6 six times straight. My general comment stands I think. But the difference between 3d6x12 and 4d6x6 is the former is slightly lower on average and lets in more 3s. So why not that (3d6 twelve times keep six) or a simple variant - 3d6 straight on each stat and an extra time keeping the best on your two class stats?
 

Those two last ideas are very interesting also, namely:

- 3d6 six times, select two to assign, randomly assign the 4 others
- 3d6 six times, assigned in order, but you have an additional 3d6 roll for two stats of your choice, selected before the roll, where you keep the best of the two for those two stats

And, I'm keeping the previous idea:

- 3d6 six times, assigned in order, but you can change one stat for a 14
 

This seems like a good thread to post what I have been considering doing for a grim & gritty, rare/low magic campaign I'd like to do, using 5E of course.

I'll be using the variant human as well as playing with feats.

So I've been considering starting pc's with all attributes at 10. They can then adjust for race. For every level they gain ( probably all the way to 20th ), they get one point to put on any attribute of their choice, with the idea being that their attributes grow in power with their level.

Not sure what I'd do when they reach level 4, 8 etc. Maybe just have them take a feat with no ability point gained. Or a feat and still get one point to distribute.

Also in keeping with the attribute 20 cap.

Anyway, you get the idea.

Thoughts appreciated.

Nef
 
Last edited:

Into the Woods

Remove ads

Top