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<blockquote data-quote="jgsugden" data-source="post: 8215237" data-attributes="member: 2629"><p><strong>My Best PC Rolls:</strong></p><p></p><p>AD&D - 18/93? strength, psionics, and great constitution and dexterity (which was important due to the rule set were we used a segmented combat system). He was grossly overpowered relative to his peers, so I dual classed him to cleric of the God of Strength and filled a more supporting role in the campaign. We retired the PCs early-ish (level 5?)</p><p></p><p><strong>My favorite current method:</strong></p><ul> <li data-xf-list-type="ul">Roll 2d6 6 times.</li> <li data-xf-list-type="ul">Then, you may reroll 2 of those 12 dice (if you like - you can choose whether to use the reroll or not).</li> <li data-xf-list-type="ul">Add the dice in each resulting set together and add 4.</li> <li data-xf-list-type="ul">Decide between: 1.) Use them in order and gain a minor boon, 2.) Keep 3 fixed where they are and move the other 3 around, or 3.) Put these aside and use point buy per the PHB.</li> </ul><p>A minor boon is something like an ally, wealth, a DM selected uncommon magic item (not top tier uncommon, not bottom tier either), or a minor special ability (in the past I gave out access to a cantrip of DM's choice, an unpopular feat, Resist 1 to all damage, adding a spell to a spell list, an additional 1st level slot, etc...)</p><p></p><p>I like the range and diversity of the PCs. You tend to not get 'dump stats' mentality as often, and there is still the excitement of rolling.</p><p></p><p><strong>Other favorite system for new campaigns:</strong></p><p></p><p>I have a deck of ~250 cards I made. I give each player 100 pennies. I randomly determine one player and hand them the idol.</p><p></p><p>The majority of the cards have numbers between 6 and 16 on them. The remainder have a boon on them (similar to above), or deck manipulation cards (look at the top 10 and put them back in any order, or look at the top 3 cards and put 2 on the bottom of the deck). </p><p></p><p>I flip over a card and the player that has the idol is assigned a bid of 1 on it. They then hand the idol to another player of their choice that does not have 6 ability scores. Then, we go around in circles bidding on the card to see who wants it the most. Once you have 6 attribute cards, you can't bid on attribute cards,but you can bid on perk cards.</p><p></p><p>If someone runs out of coins, I give them back 1 penny.</p><p></p><p>This falls apart a bit if they collude too much. There are a few cards that punish them for having too much money left when too many cards have been selected, but I find that they do not stop collusion as well as just asking them not to collude.</p></blockquote><p></p>
[QUOTE="jgsugden, post: 8215237, member: 2629"] [B]My Best PC Rolls:[/B] AD&D - 18/93? strength, psionics, and great constitution and dexterity (which was important due to the rule set were we used a segmented combat system). He was grossly overpowered relative to his peers, so I dual classed him to cleric of the God of Strength and filled a more supporting role in the campaign. We retired the PCs early-ish (level 5?) [B]My favorite current method:[/B] [LIST] [*]Roll 2d6 6 times. [*]Then, you may reroll 2 of those 12 dice (if you like - you can choose whether to use the reroll or not). [*]Add the dice in each resulting set together and add 4. [*]Decide between: 1.) Use them in order and gain a minor boon, 2.) Keep 3 fixed where they are and move the other 3 around, or 3.) Put these aside and use point buy per the PHB. [/LIST] A minor boon is something like an ally, wealth, a DM selected uncommon magic item (not top tier uncommon, not bottom tier either), or a minor special ability (in the past I gave out access to a cantrip of DM's choice, an unpopular feat, Resist 1 to all damage, adding a spell to a spell list, an additional 1st level slot, etc...) I like the range and diversity of the PCs. You tend to not get 'dump stats' mentality as often, and there is still the excitement of rolling. [B]Other favorite system for new campaigns:[/B] I have a deck of ~250 cards I made. I give each player 100 pennies. I randomly determine one player and hand them the idol. The majority of the cards have numbers between 6 and 16 on them. The remainder have a boon on them (similar to above), or deck manipulation cards (look at the top 10 and put them back in any order, or look at the top 3 cards and put 2 on the bottom of the deck). I flip over a card and the player that has the idol is assigned a bid of 1 on it. They then hand the idol to another player of their choice that does not have 6 ability scores. Then, we go around in circles bidding on the card to see who wants it the most. Once you have 6 attribute cards, you can't bid on attribute cards,but you can bid on perk cards. If someone runs out of coins, I give them back 1 penny. This falls apart a bit if they collude too much. There are a few cards that punish them for having too much money left when too many cards have been selected, but I find that they do not stop collusion as well as just asking them not to collude. [/QUOTE]
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