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Array v 4d6: Punishment? Or overlooked data
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<blockquote data-quote="Wyckedemus" data-source="post: 8814851" data-attributes="member: 1079"><p>I like rolling dice. However I don't like purely random stat generation that creates gulfs of aptitude between PCs. Because of this I developed a team-based group stat generation method that lets my groups enjoy rolling dice to generate random arrays that also allows them to be equitable with one another.</p><p></p><p>I'll explain it with an example. Let's assume a 4-player group for this exercise.</p><p>1. All 4 players and the DM each roll the agreed upon stat generation method to generate a total of 5 possible arrays. We record these arrays for future reference (like if a new player joins, or a PC dies and new PC is introduced).</p><p>2. All players get to choose from any of the resulting 5 stat arrays, which are not exclusive. If one stands out above the others, everyone can choose it if they want. But if there is more than 1 that is valid for different builds, some players may pick different arrays that better fit their concept.</p><p>3. If they don't like any of the arrays, they can choose the standard array/point-buy.</p><p></p><p>For most campaigns I prefer the 3d6 method because with 5 possible arrays (more if there are more players), the results tend to be middling with at least one 16, rather than superhuman stats. I like to hand out lots of magic items and boons and other toys that improve the characters, but if they already have superhuman stats, it makes them way more powerful.</p><p></p><p>When we choose to use the 4d6, drop the lowest method, I've seen results that makes the group really powerful as a whole if everyone takes the best array.</p><p></p><p>Below are arrays that I just rolled to use as an example:</p><p></p><p>3d6</p><p>16, 15, 11, 7, 7, 6</p><p>16, 12, 11, 11, 10, 9</p><p>13, 11, 10, 8, 8, 7</p><p>13, 11, 9, 9, 5, 5</p><p>17, 12, 11, 10, 9, 7</p><p></p><p>4d6, drop lowest</p><p>18, 15, 13, 13, 9, 8</p><p>15, 14, 14, 12, 12, 10</p><p>16, 12, 12, 10, 9, 8 </p><p>17, 14, 14, 10, 9, 7</p><p>15, 14, 13, 12, 8, 8</p><p></p><p>In each batch of arrays, I can see reasons why different players would choose different arrays, and in the 3d6 arrays, I can see why another might use point-buy. There are lots of choices, and that lessens the feelbad one might see in stat generation.</p></blockquote><p></p>
[QUOTE="Wyckedemus, post: 8814851, member: 1079"] I like rolling dice. However I don't like purely random stat generation that creates gulfs of aptitude between PCs. Because of this I developed a team-based group stat generation method that lets my groups enjoy rolling dice to generate random arrays that also allows them to be equitable with one another. I'll explain it with an example. Let's assume a 4-player group for this exercise. 1. All 4 players and the DM each roll the agreed upon stat generation method to generate a total of 5 possible arrays. We record these arrays for future reference (like if a new player joins, or a PC dies and new PC is introduced). 2. All players get to choose from any of the resulting 5 stat arrays, which are not exclusive. If one stands out above the others, everyone can choose it if they want. But if there is more than 1 that is valid for different builds, some players may pick different arrays that better fit their concept. 3. If they don't like any of the arrays, they can choose the standard array/point-buy. For most campaigns I prefer the 3d6 method because with 5 possible arrays (more if there are more players), the results tend to be middling with at least one 16, rather than superhuman stats. I like to hand out lots of magic items and boons and other toys that improve the characters, but if they already have superhuman stats, it makes them way more powerful. When we choose to use the 4d6, drop the lowest method, I've seen results that makes the group really powerful as a whole if everyone takes the best array. Below are arrays that I just rolled to use as an example: 3d6 16, 15, 11, 7, 7, 6 16, 12, 11, 11, 10, 9 13, 11, 10, 8, 8, 7 13, 11, 9, 9, 5, 5 17, 12, 11, 10, 9, 7 4d6, drop lowest 18, 15, 13, 13, 9, 8 15, 14, 14, 12, 12, 10 16, 12, 12, 10, 9, 8 17, 14, 14, 10, 9, 7 15, 14, 13, 12, 8, 8 In each batch of arrays, I can see reasons why different players would choose different arrays, and in the 3d6 arrays, I can see why another might use point-buy. There are lots of choices, and that lessens the feelbad one might see in stat generation. [/QUOTE]
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