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<blockquote data-quote="jgsugden" data-source="post: 8142548" data-attributes="member: 2629"><p>1.) 2d6+4 six times. If you keep them in order you get a perk (like an ally, a minor magic item, a skill proficiency of my choice, etc...)</p><p></p><p>2.) I built a deck of 300 index cards a few years ago. Most cards have an ability score and a number on them. Some have quirks or abilities. Some have a number and a few options for ability scores. There is a broad selection.</p><p></p><p>When a group is starting a campaign, I deal out 1 card per player face up. Then I give each player plastic gold coins. Then, they take turns nominating a card and bidding on it. Highest bidder gets the benefit of the card for their character generation. I add a new face up card after each biding process. If you run out of coins before you have 6 cards, the remainder of your ability scores come from the 'B deck' which is filled with ability scores that can be used on any ability, but each card has a challenging quirk on it as well. Some cards just screw with the mechanics of the draft.</p><p></p><p>Example cards: </p><p></p><ul> <li data-xf-list-type="ul">Discard immediately if face up anreplace with a new card. When discarded, all players lose 10 gold.</li> <li data-xf-list-type="ul">18 Strength - subtract 1 from all other ability scores.</li> <li data-xf-list-type="ul">14 (Strength, Dexterity or Constitution)</li> <li data-xf-list-type="ul">15 Dexterity - +1 Initiative, -2 to WIsdom.</li> <li data-xf-list-type="ul">There is no bidding when this card is selected. Instead, the player gains 10 gold. All other players gain a red card and you gain a green card. A player with a red card may discard their red card to negate the bid of a player with a green card.</li> <li data-xf-list-type="ul">If you win the bid for this card, you may add 1 gold to the card. Discard this card and take the gold when you win a bid. Add 1 gold to this card whenever someone else wins a bid.</li> <li data-xf-list-type="ul">Move one of your purchased ability scores to Intelligence.</li> <li data-xf-list-type="ul">12. You may apply this to any number of your open ability scores.</li> <li data-xf-list-type="ul">06. Roll a d10 to determine which ability score to place this ability in. 1-2, Strength, 3-4 Dexterity, 5-6 Wisdom, 7-8 Intelligence, 9-10 Charisma. If you already have an ability score assigned to that ability, reduce the number to 6. Select 15 feats. The DM will choose one of them for your PC to have.</li> </ul></blockquote><p></p>
[QUOTE="jgsugden, post: 8142548, member: 2629"] 1.) 2d6+4 six times. If you keep them in order you get a perk (like an ally, a minor magic item, a skill proficiency of my choice, etc...) 2.) I built a deck of 300 index cards a few years ago. Most cards have an ability score and a number on them. Some have quirks or abilities. Some have a number and a few options for ability scores. There is a broad selection. When a group is starting a campaign, I deal out 1 card per player face up. Then I give each player plastic gold coins. Then, they take turns nominating a card and bidding on it. Highest bidder gets the benefit of the card for their character generation. I add a new face up card after each biding process. If you run out of coins before you have 6 cards, the remainder of your ability scores come from the 'B deck' which is filled with ability scores that can be used on any ability, but each card has a challenging quirk on it as well. Some cards just screw with the mechanics of the draft. Example cards: [LIST] [*]Discard immediately if face up anreplace with a new card. When discarded, all players lose 10 gold. [*]18 Strength - subtract 1 from all other ability scores. [*]14 (Strength, Dexterity or Constitution) [*]15 Dexterity - +1 Initiative, -2 to WIsdom. [*]There is no bidding when this card is selected. Instead, the player gains 10 gold. All other players gain a red card and you gain a green card. A player with a red card may discard their red card to negate the bid of a player with a green card. [*]If you win the bid for this card, you may add 1 gold to the card. Discard this card and take the gold when you win a bid. Add 1 gold to this card whenever someone else wins a bid. [*]Move one of your purchased ability scores to Intelligence. [*]12. You may apply this to any number of your open ability scores. [*]06. Roll a d10 to determine which ability score to place this ability in. 1-2, Strength, 3-4 Dexterity, 5-6 Wisdom, 7-8 Intelligence, 9-10 Charisma. If you already have an ability score assigned to that ability, reduce the number to 6. Select 15 feats. The DM will choose one of them for your PC to have. [/LIST] [/QUOTE]
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