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Array v 4d6: Punishment? Or overlooked data
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<blockquote data-quote="Halivar" data-source="post: 6631012" data-attributes="member: 9327"><p>My OSRIC henchmen generator linked in my sig uses a technique I have played around with in AD&D, and I think it could work in 5th. It's a grid system where you roll 3d6 (or maybe you could do 4d6-drop-1) 15 times and arrange them like so:</p><p></p><p>[TABLE="class: grid, width: 500, align: left"][TR][TD]</p><p>[/TD][TD]<strong>STR</strong>[/TD][TD]<strong>DEX</strong>[/TD][TD]<strong>CON</strong>[/TD][TD]</p><p>[/TD][/TR][TR][TD]<strong>INT</strong>[/TD][TD]8[/TD][TD]13[/TD][TD]11[/TD][TD]8[/TD][/TR][TR][TD]<strong>WIS</strong>[/TD][TD]13[/TD][TD]5[/TD][TD]9[/TD][TD]9[/TD][/TR][TR][TD]<strong>CHA</strong>[/TD][TD]16[/TD][TD]12[/TD][TD]12[/TD][TD]5[/TD][/TR][TR][TD]</p><p>[/TD][TD]11[/TD][TD]14[/TD][TD]7[/TD][TD]</p><p>[/TD][/TR][/TABLE]Each stat thus has four possible values, BUT once you use a value, you scratch it off; it is now unavailable to the crosswise stat. This is called a "grid" system (and has been floating around for a while), but I modified it to add a gutter with an extra possible value per stat as a grace to add more flexibility in character builds. One other suggestion is to allow a one-time stat-swap; for instance, if I want to play a wizard, and I want a high Int, the above grid does me no good. I could swap the 16 for the 8 and have my choice stat.</p><p></p><p>But let's say I wanted to build a paladin in this system. It would look like this, maybe:</p><p></p><p>[TABLE="class: grid, width: 500, align: left"][TR][TD]</p><p>[/TD][TD]<span style="color: #800000"><strong>STR</strong></span>[/TD][TD]<span style="color: #2f4f4f"><strong>DEX</strong></span>[/TD][TD]<span style="color: #8b4513"><strong>CON</strong></span>[/TD][TD]</p><p>[/TD][/TR][TR][TD]<span style="color: #696969"><strong>INT</strong></span>[/TD][TD]8[/TD][TD]<span style="color: #2f4f4f"><strong>13</strong></span>[/TD][TD]<span style="color: #696969"><strong>11</strong></span>[/TD][TD]8[/TD][/TR][TR][TD]<span style="color: #4b0082"><strong>WIS</strong></span>[/TD][TD]<span style="color: #4b0082"><strong>13</strong></span>[/TD][TD]5[/TD][TD]9[/TD][TD]9[/TD][/TR][TR][TD]<span style="color: #008080"><strong>CHA</strong></span>[/TD][TD]<span style="color: #800000"><strong>16</strong></span>[/TD][TD]12[/TD][TD]<span style="color: #8b4513"><strong>12</strong></span>[/TD][TD]<span style="color: #008080"><strong>14</strong></span>[/TD][/TR][TR][TD]</p><p>[/TD][TD]11[/TD][TD]5[/TD][TD]7[/TD][TD]</p><p>[/TD][/TR][/TABLE]I swapped out Cha's gutter 5 with Con's gutter 7 as my one swap, and pick stats like so:</p><p></p><p><strong>STR</strong>: 16</p><p><strong>DEX</strong>: 13</p><p><strong>CON</strong>: 12</p><p><strong>INT</strong>: 11</p><p><strong>WIS</strong>: 13</p><p><strong>CHA</strong>: 14</p><p></p><p>I think those are comfortable stats to start with 5E, and by no means overpowered. If you choose to use 4d6-drop-1 you'll see a significant power increase; consider getting rid of the gutter values if you do.</p></blockquote><p></p>
[QUOTE="Halivar, post: 6631012, member: 9327"] My OSRIC henchmen generator linked in my sig uses a technique I have played around with in AD&D, and I think it could work in 5th. It's a grid system where you roll 3d6 (or maybe you could do 4d6-drop-1) 15 times and arrange them like so: [TABLE="class: grid, width: 500, align: left"][TR][TD] [/TD][TD][B]STR[/B][/TD][TD][B]DEX[/B][/TD][TD][B]CON[/B][/TD][TD] [/TD][/TR][TR][TD][B]INT[/B][/TD][TD]8[/TD][TD]13[/TD][TD]11[/TD][TD]8[/TD][/TR][TR][TD][B]WIS[/B][/TD][TD]13[/TD][TD]5[/TD][TD]9[/TD][TD]9[/TD][/TR][TR][TD][B]CHA[/B][/TD][TD]16[/TD][TD]12[/TD][TD]12[/TD][TD]5[/TD][/TR][TR][TD] [/TD][TD]11[/TD][TD]14[/TD][TD]7[/TD][TD] [/TD][/TR][/TABLE]Each stat thus has four possible values, BUT once you use a value, you scratch it off; it is now unavailable to the crosswise stat. This is called a "grid" system (and has been floating around for a while), but I modified it to add a gutter with an extra possible value per stat as a grace to add more flexibility in character builds. One other suggestion is to allow a one-time stat-swap; for instance, if I want to play a wizard, and I want a high Int, the above grid does me no good. I could swap the 16 for the 8 and have my choice stat. But let's say I wanted to build a paladin in this system. It would look like this, maybe: [TABLE="class: grid, width: 500, align: left"][TR][TD] [/TD][TD][COLOR=#800000][B]STR[/B][/COLOR][/TD][TD][COLOR=#2f4f4f][B]DEX[/B][/COLOR][/TD][TD][COLOR=#8b4513][B]CON[/B][/COLOR][/TD][TD] [/TD][/TR][TR][TD][COLOR=#696969][B]INT[/B][/COLOR][/TD][TD]8[/TD][TD][COLOR=#2f4f4f][B]13[/B][/COLOR][/TD][TD][COLOR=#696969][B]11[/B][/COLOR][/TD][TD]8[/TD][/TR][TR][TD][COLOR=#4b0082][B]WIS[/B][/COLOR][/TD][TD][COLOR=#4b0082][B]13[/B][/COLOR][/TD][TD]5[/TD][TD]9[/TD][TD]9[/TD][/TR][TR][TD][COLOR=#008080][B]CHA[/B][/COLOR][/TD][TD][COLOR=#800000][B]16[/B][/COLOR][/TD][TD]12[/TD][TD][COLOR=#8b4513][B]12[/B][/COLOR][/TD][TD][COLOR=#008080][B]14[/B][/COLOR][/TD][/TR][TR][TD] [/TD][TD]11[/TD][TD]5[/TD][TD]7[/TD][TD] [/TD][/TR][/TABLE]I swapped out Cha's gutter 5 with Con's gutter 7 as my one swap, and pick stats like so: [B]STR[/B]: 16 [B]DEX[/B]: 13 [B]CON[/B]: 12 [B]INT[/B]: 11 [B]WIS[/B]: 13 [B]CHA[/B]: 14 I think those are comfortable stats to start with 5E, and by no means overpowered. If you choose to use 4d6-drop-1 you'll see a significant power increase; consider getting rid of the gutter values if you do. [/QUOTE]
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