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Alternate ability score generation
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<blockquote data-quote="Greenfield" data-source="post: 6161637" data-attributes="member: 6669384"><p>What if you roll the same number twice?</p><p></p><p>You could end up with STR 7, Dex 9, Con 10, Int 11, Wis 9, Cha 7.</p><p></p><p>Then what?</p><p></p><p>Our groups use the Point Buy method, found in 3.5 DMG. That promotes party balance, in that everyone has the same number of starting points.</p><p></p><p>Of the random systems I've seen:</p><p></p><p>Classic: Roll 3 D6 six times, in order.</p><p>Neo-Classic: Roll 3 D6 six times, then arrange them as you choose.</p><p> High Average: Roll 4 D6 six times, keeping the best three dice from any set.</p><p>52-Pickup: Roll 18 D6 and arrange them into sets of three.</p><p>Flat Curve: Roll 3 D6 + 1 D12, six times. From each set, you may use the D12 in place of any two of the D6.</p><p>Custom Random: Roll 3 D6 six times, then roll anothr 3 D6 worth of "custom points" that you can distribute among the other sets, with a Max of 18 in any one set.</p><p></p><p>Classic comes from the original D&D, and tended to generate a lot of career shopkeepers.</p><p>Neo-Classic also tended to create shopkeepers, but you got to choose what kind of shop they ran.</p><p>High Average is a very popular method, raising the average on any given stat to 12-ish, from a hard 10.5.</p><p>52 Pickup kept the same average as Classic, but generated far fewer hopeless characters.</p><p>Flat Curve also raised the average to around 12, but because it really does flatten the bell curve, the chance of extreme numbers goes up.</p><p>Custom Random ends up with an average that's about 0.1 points lower than High Average, but because you can choose where to distribute the points you end up with more ability bonus points in the end. (i.e. fewer 13s and 15s, more 12s and 16s.)</p><p></p><p>Then there's the infamous "But I rolled it, honest!' method, where someone writes a program on their PC to generate characters by one of the methods above, and just keeps doing it over and over again, keeping a record of the one with the highest scores. Then they set it running before bedtime and get up in the morning to find their "perfect" character waiting for them.</p><p></p><p>This is one of the reasons my group invented the spell, <em>Dispel BS!</em> Use it early, use it often <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></blockquote><p></p>
[QUOTE="Greenfield, post: 6161637, member: 6669384"] What if you roll the same number twice? You could end up with STR 7, Dex 9, Con 10, Int 11, Wis 9, Cha 7. Then what? Our groups use the Point Buy method, found in 3.5 DMG. That promotes party balance, in that everyone has the same number of starting points. Of the random systems I've seen: Classic: Roll 3 D6 six times, in order. Neo-Classic: Roll 3 D6 six times, then arrange them as you choose. High Average: Roll 4 D6 six times, keeping the best three dice from any set. 52-Pickup: Roll 18 D6 and arrange them into sets of three. Flat Curve: Roll 3 D6 + 1 D12, six times. From each set, you may use the D12 in place of any two of the D6. Custom Random: Roll 3 D6 six times, then roll anothr 3 D6 worth of "custom points" that you can distribute among the other sets, with a Max of 18 in any one set. Classic comes from the original D&D, and tended to generate a lot of career shopkeepers. Neo-Classic also tended to create shopkeepers, but you got to choose what kind of shop they ran. High Average is a very popular method, raising the average on any given stat to 12-ish, from a hard 10.5. 52 Pickup kept the same average as Classic, but generated far fewer hopeless characters. Flat Curve also raised the average to around 12, but because it really does flatten the bell curve, the chance of extreme numbers goes up. Custom Random ends up with an average that's about 0.1 points lower than High Average, but because you can choose where to distribute the points you end up with more ability bonus points in the end. (i.e. fewer 13s and 15s, more 12s and 16s.) Then there's the infamous "But I rolled it, honest!' method, where someone writes a program on their PC to generate characters by one of the methods above, and just keeps doing it over and over again, keeping a record of the one with the highest scores. Then they set it running before bedtime and get up in the morning to find their "perfect" character waiting for them. This is one of the reasons my group invented the spell, [I]Dispel BS![/I] Use it early, use it often :) [/QUOTE]
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