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Alternate Ability Score Generation by Rolling
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<blockquote data-quote="D+1" data-source="post: 1409392" data-attributes="member: 13654"><p>Alternate methods, eh? Well, skipping over what is currently in the DMG I've got a few suggestions. Be careful what you ask for... <ul> <li data-xf-list-type="ul">Set the clock back to at least 1978. Roll 3d6 in order for each ability. Adjustments as follows:<br /> Wizards +1 Int per -3 Str, +1 Int per -2 Wis<br /> Clerics +1 Wis per -3 Str, +1 Wis per -2 Int<br /> Fighters +1 Str per -2 Int, +1 Str per -3 Wis<br /> Halflings +1 Dex per -2 Int, +1 Dex per -3 Wis<br /> Dwarves +1 Con per -2 Int, +1 Con per -3 Wis<br /> Thieves +1 Dex per -2 Int, +1 Dex per -1 Wis<br /> Con and Cha cannot be altered and no ability can be lowered below 9.</li> <li data-xf-list-type="ul">Roll 3d6 12 times, take best 6 rolls, arrange as desired.</li> <li data-xf-list-type="ul">Roll 3d6 six times for Str keeping the best of the six. Repeat for all other abilities.</li> <li data-xf-list-type="ul">Roll 3d6 for each ability and record in order rolled. Repeat twelve times. Keep best of the twelve attempts.</li> <li data-xf-list-type="ul">The original Unearthed Arcana method had you pick class first, then consult a chart which told how many d6 to roll for each ability score. Roll once for each score taking best 3 of ?d6 (included rolling for Comeliness score).</li> <li data-xf-list-type="ul">roll 3d6 once, in order, for each ability. No rearrangement. The HARDCORE method.</li> <li data-xf-list-type="ul">Roll 3d6 for Str twice keeping the best of the two rolls. Repeat for all other abilities.</li> <li data-xf-list-type="ul">Six rolls of 3d6 each, arranged as desired.</li> <li data-xf-list-type="ul">Each ability starts at a minimum of 8. Roll 7d6. Add individual die results to base ability scores.</li> <li data-xf-list-type="ul">Divide a total of 75 points among the six ability scores as desired.</li> <li data-xf-list-type="ul">Player has a total of 24d6. He decides how many of the 24 he will roll for a given ability score (minimum of 3d6, maximum 6d6). Dice are rolled taking best 3 of ?d6 and recorded as declared.</li> <li data-xf-list-type="ul">DM gives all players the same fixed pool of eighteen d6 die results [for example, 666655554443332211]. Players then add results however desired for scores between 3 and 18, but all dice totals must be used exactly - no leftover points. Alternatively, only 3 die results would be added to any ability score.</li> <li data-xf-list-type="ul">Instead of a fixed pool, players each roll 18d6 randomly and combine results as desired to get stats between 3 and 18. Alternatively, each score must have 3 dice.</li> <li data-xf-list-type="ul">Use the Elite array [15, 14, 13, 12, 10, 8] and then add 3 points anywhere desired.</li> <li data-xf-list-type="ul">roll 3d6 eight times, take best 6 rolls, arrange as desired.</li> <li data-xf-list-type="ul">All stats have a base of 6. In order, add 1d6 to each ability. For each previous 1d6 roll subtract the total from 7. Take THOSE numbers and add where desired.</li> <li data-xf-list-type="ul">Pick any other random generation method you like and have all players generate a character. Find the character with the highest point total. All other characters subtract their point total from that. They then get 1/2 the difference between the point totals to add to their stats.</li> <li data-xf-list-type="ul">player rolls best 3 of 4d6 creating 36 scores and recording them in a 6x6 chart. Player then selects preferred row or column on chart to use, in order, for their ability scores.</li> <li data-xf-list-type="ul">roll 2d6+6 six times and arrange as desired.</li> <li data-xf-list-type="ul">Roll any preferred random method to generate first 3 scores. Second 3 scores are determined by subtracting the first three from 25. Arrange as desired.</li> <li data-xf-list-type="ul">Roll 4d20 and take the SECOND highest of the d20 results. Repeat six times. Arrange as desired.</li> <li data-xf-list-type="ul">Roll best 3 of 4d6, in order, for the six abilities. Subtract each ability rolled from 22 to create another character (effectively reversing the ability score distribution). Player chooses preferred of the two characters.</li> <li data-xf-list-type="ul">You can also set up stat auctions, drafts, or lotteries.</li> </ul><p></p><p>You need more?</p><p></p><p>Out of all the above, I actually prefer the Organic Method from the 3.5 DMG: best 3 of 4d6, in order, for six abilities. Reroll one score taking the highest result. Then switch any two totals. I would further require that all characters have at least one score that is 15 or higher and/or bonuses totalling +3 or better though YMMV on this.</p></blockquote><p></p>
[QUOTE="D+1, post: 1409392, member: 13654"] Alternate methods, eh? Well, skipping over what is currently in the DMG I've got a few suggestions. Be careful what you ask for...[list] [*]Set the clock back to at least 1978. Roll 3d6 in order for each ability. Adjustments as follows: Wizards +1 Int per -3 Str, +1 Int per -2 Wis Clerics +1 Wis per -3 Str, +1 Wis per -2 Int Fighters +1 Str per -2 Int, +1 Str per -3 Wis Halflings +1 Dex per -2 Int, +1 Dex per -3 Wis Dwarves +1 Con per -2 Int, +1 Con per -3 Wis Thieves +1 Dex per -2 Int, +1 Dex per -1 Wis Con and Cha cannot be altered and no ability can be lowered below 9. [*]Roll 3d6 12 times, take best 6 rolls, arrange as desired. [*]Roll 3d6 six times for Str keeping the best of the six. Repeat for all other abilities. [*]Roll 3d6 for each ability and record in order rolled. Repeat twelve times. Keep best of the twelve attempts. [*]The original Unearthed Arcana method had you pick class first, then consult a chart which told how many d6 to roll for each ability score. Roll once for each score taking best 3 of ?d6 (included rolling for Comeliness score). [*]roll 3d6 once, in order, for each ability. No rearrangement. The HARDCORE method. [*]Roll 3d6 for Str twice keeping the best of the two rolls. Repeat for all other abilities. [*]Six rolls of 3d6 each, arranged as desired. [*]Each ability starts at a minimum of 8. Roll 7d6. Add individual die results to base ability scores. [*]Divide a total of 75 points among the six ability scores as desired. [*]Player has a total of 24d6. He decides how many of the 24 he will roll for a given ability score (minimum of 3d6, maximum 6d6). Dice are rolled taking best 3 of ?d6 and recorded as declared. [*]DM gives all players the same fixed pool of eighteen d6 die results [for example, 666655554443332211]. Players then add results however desired for scores between 3 and 18, but all dice totals must be used exactly - no leftover points. Alternatively, only 3 die results would be added to any ability score. [*]Instead of a fixed pool, players each roll 18d6 randomly and combine results as desired to get stats between 3 and 18. Alternatively, each score must have 3 dice. [*]Use the Elite array [15, 14, 13, 12, 10, 8] and then add 3 points anywhere desired. [*]roll 3d6 eight times, take best 6 rolls, arrange as desired. [*]All stats have a base of 6. In order, add 1d6 to each ability. For each previous 1d6 roll subtract the total from 7. Take THOSE numbers and add where desired. [*]Pick any other random generation method you like and have all players generate a character. Find the character with the highest point total. All other characters subtract their point total from that. They then get 1/2 the difference between the point totals to add to their stats. [*]player rolls best 3 of 4d6 creating 36 scores and recording them in a 6x6 chart. Player then selects preferred row or column on chart to use, in order, for their ability scores. [*]roll 2d6+6 six times and arrange as desired. [*]Roll any preferred random method to generate first 3 scores. Second 3 scores are determined by subtracting the first three from 25. Arrange as desired. [*]Roll 4d20 and take the SECOND highest of the d20 results. Repeat six times. Arrange as desired. [*]Roll best 3 of 4d6, in order, for the six abilities. Subtract each ability rolled from 22 to create another character (effectively reversing the ability score distribution). Player chooses preferred of the two characters. [*]You can also set up stat auctions, drafts, or lotteries. [/list] You need more? Out of all the above, I actually prefer the Organic Method from the 3.5 DMG: best 3 of 4d6, in order, for six abilities. Reroll one score taking the highest result. Then switch any two totals. I would further require that all characters have at least one score that is 15 or higher and/or bonuses totalling +3 or better though YMMV on this. [/QUOTE]
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