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General Tabletop Discussion
*Pathfinder & Starfinder
Alternate Ability Score Generation by Rolling
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<blockquote data-quote="Squire James" data-source="post: 1410648" data-attributes="member: 548"><p>To answer the last post, some of us love these little psudo-gambling number-crunching things. For example...</p><p></p><p>My current character creation scheme involves a game of draw poker. Draw 5 cards, toss as many as you want and draw replacements. Then each player can go through and replace one of his cards with a card someone else threw away (the replaced card goes away). Continue around until someone wants to quit, then run one more round for the remaining players (obviously stop if no cards are left in the kitty).</p><p></p><p>Start each score at 6. Black cards go to physical scores and red cards go to mental scores. 2's and 3's add to all three scores, 4's and 5's add to two scores, 6's thru 10's add to one score. Face cards and aces have special effects, usually resulting in balanced characters rather than terribly high scores (for high scores, a 10 is better than any face card). Scores are (usually) limited to 18, but all racial adjustments occur after everything's over.</p><p></p><p>The poker hand determines the background of the character. The better the hand, the more unusual the background. A pair means you have a normal peasant background until Something Happens to make you an adventurer. A royal flush means you're literally in some royal family (again, until Something Happens to make you an adventurer). Flushes ignore the red-black restrictions on ability adds (because 18-18-18-6-6-6 is boring). Generally the higher the hand the better "perks" the character gets - the perks are usually mixed blessings.</p><p></p><p>It is a bit complex, but it brings on some interesting character choices. I have seen players deliberately toss out some high ability cards in hopes of getting a good poker hand. They MIGHT be able to recover the goodies if the draw doesn't pan out, but then again someone else might get it first!</p></blockquote><p></p>
[QUOTE="Squire James, post: 1410648, member: 548"] To answer the last post, some of us love these little psudo-gambling number-crunching things. For example... My current character creation scheme involves a game of draw poker. Draw 5 cards, toss as many as you want and draw replacements. Then each player can go through and replace one of his cards with a card someone else threw away (the replaced card goes away). Continue around until someone wants to quit, then run one more round for the remaining players (obviously stop if no cards are left in the kitty). Start each score at 6. Black cards go to physical scores and red cards go to mental scores. 2's and 3's add to all three scores, 4's and 5's add to two scores, 6's thru 10's add to one score. Face cards and aces have special effects, usually resulting in balanced characters rather than terribly high scores (for high scores, a 10 is better than any face card). Scores are (usually) limited to 18, but all racial adjustments occur after everything's over. The poker hand determines the background of the character. The better the hand, the more unusual the background. A pair means you have a normal peasant background until Something Happens to make you an adventurer. A royal flush means you're literally in some royal family (again, until Something Happens to make you an adventurer). Flushes ignore the red-black restrictions on ability adds (because 18-18-18-6-6-6 is boring). Generally the higher the hand the better "perks" the character gets - the perks are usually mixed blessings. It is a bit complex, but it brings on some interesting character choices. I have seen players deliberately toss out some high ability cards in hopes of getting a good poker hand. They MIGHT be able to recover the goodies if the draw doesn't pan out, but then again someone else might get it first! [/QUOTE]
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