Card Based Stat Gen Method

This was so awesome I made a spreadsheet that does it automatically.

Directions:
(Note: Auto-filter should already be turned on, but if not go to Data-->Filter-->Auto-Filter to turn it on.)

1. Go to Sheet 1. Go to the "Deal!" column & use the pull-down AutoFilter menu to select "Sort Descending."
2. Go to Sheet 2. Go to the "Arrange High to Low" column & use the pull-down AutoFilter menu to select "Sort Descending."
3. Go to Sheet 3. Copy & paste the results into your Notepad/Wordpad/Word chargen notes.
 

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This was so awesome I made a spreadsheet that does it automatically.

Directions:
(Note: Auto-filter should already be turned on, but if not go to Data-->Filter-->Auto-Filter to turn it on.)

1. Go to Sheet 1. Go to the "Deal!" column & use the pull-down AutoFilter menu to select "Sort Descending."
2. Go to Sheet 2. Go to the "Arrange High to Low" column & use the pull-down AutoFilter menu to select "Sort Descending."
3. Go to Sheet 3. Copy & paste the results into your Notepad/Wordpad/Word chargen notes.

Heh... would you be surprised to know I already do this? (Or something like it... I didn't know the autofilter did sort; I just hit the sort button.)

Thanks. Incidentally, I did post an update of this method (with one little tweak) in my blog today:

http://www.enworld.org/forum/blogs/...en-more-equitable-random-stat-gen-method.html
 

Haven't read this thread yet, so excuse the YEAR LATE reply:

Psion, I just want to let you know that I've mentioned this method on other boards and have gotten some very excited feedback about it. Did you think of this yourself? I don't say this often, but I am truly impressed.

:D

I had heard of other folks dealing cards, but this particular iteration was cobbled together by my after some dissatisfaction during some prep for my GenCon games 2 years ago.
 


How the heck do you think I found this thread? I don't even play 3E ...

I didn't even read the OP, I just responded here so more people could benefit. Whatever change you made is in there as the XCL sheet is based on your blog entry.

Gotcha.

The only real change was the tweak for folks who wanted non-random generation using the cards.
 

Hey I really like this. I felt the same way about dice being to swingy and point buy being too optimized.

Somehow while I was reading this I came up with this plan, though I'm not sure if I'll ever actually use it:

Each player builds a character using these rules, except that they are not allowed to rearrange the ability scores (so for 4E, the first pair is Str, second is Con, etc.) Then, the players are allowed to trade the characters' scores they 'rolled up' and build from there.

~
 

There is a definite element of genius in your method. I commend you.

While I must confess the idea that you artificially prevent the possibility of low scores from occurring does not appeal to me--after all, the occasional low score can be an interesting aspect for a character--I believe the notion that there is some element of randomness while still keeping a certain sense of balance in the available cards is akin to utter brilliance.

Were I to implement your method, and I believe I may have to now that I have seen it, I would have to make a modification. Some testing would be necessary to see how it works out, but something like this. Take the Ace through 6 cards all out of the deck. Draw four cards for each score and remove the lowest card. By my calculations the average score would be 12.5 with only marginal differences in net modifiers between players. For example you could have the following draws:

1, 3, 4, 6 = 13
2, 4, 5, 5 = 14
1, 2, 5, 6 = 13
3, 4, 5, 6 = 15
1, 2, 2, 4 = 8
1, 3, 3, 6 = 12

There is still the slight possibility for a 3 and a relatively better but still low chance for an 18. Overall, I think this would work well too.
 
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Berandor once posted a card-based creation method as well, I think that is a bit closer to what you just posted, airwalkrr. It also had an option to change the resulting stats slightly, after the card-dealing.

What I definitely like about such methods is the low variance, as Psion also said initially, without removing the random part (as PB does), which is the biggest downside of the standard rolling method of 4d6 drop lowest.

Myself, I've been using various variations of my own low-mid PB + some random increases method (i.e. PB 28 and then roll 4d6 and add +1 to STR for every 1, +1 to DEX for every 2, and so on; points that would move a stat over 18 must be redistributed, of course), which also aims to reduce variance and works very well so far.

But cards are definitely a nice way to do this, because you have the same "numbers" to put the stats together with for every player.

And it's also a fun way to "roll" stats! :D

Bye
Thanee
 

For an extra added element of fun, toss in the jesters. If you draw a jester, you may either ignore it or treat it as a double of one of the other card in that draw.
 

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