Character Creation Stat Draft (Trial Draft Complete!!)


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el-remmen

Moderator Emeritus
Ah! Gold Roger!

Okay, so the draft order for the first round shall be. . .

  1. Finley Da-Dum
  2. Gold Roger
  3. Enkhidu
  4. Thanee
  5. Umbran
  6. Elder-Basilisk

I shall be posting the stats once I get word that you have all seen the order.
 




luke_twigger

First Post
Altalazar said:
The only totally fair and balanced method of character creation is point buy. Any other method can only end up fair and balanced by accident or coincidence.
In our group we have a mixture of people who love the randomness of rolled stats and those who love the balance of point buy or a fixed array.

In the end we combined the two. One of the players who loves rolling dice generates a set of 6 stats. Then those 6 stats get used as a fixed array for every player.

Of course this does mean that poor dice rolls mean a weak party and good dice rolls a strong party. But that's OK for a DM to compensate for (e.g. add or subtract a couple of orcs per encounter).
 

Thanee

First Post
Also like combining the stability of point buy with the randomness of dice rolling.

For now I have settled with the following method:

Create an ability array with 28 PB, then roll 6d6 and increase Strength by one for every 1 rolled, Dexterity by one for every 2 rolled, Constitution by one for every 3 rolled, and so on. If an ability would be raised above 18, it stays at 18. If you happen to have multiple such increases, which raise one or more ability scores above 18 you can distribute half of those points (rounded down) to any other ability score(s) of your choice (raising none higher than 18, of course).

Bye
Thanee
 


el-remmen

Moderator Emeritus
Okay, well since Finley picks first in this round anyway. .. I will post the stats now.

Below are six stats for each ability, PLUS six "wild numbers" which can be chosen to to be put anywhere.

Remember, whoever picks the highest in this round goes last next round and so on in order. Ties are broken by total stat choices so far, and if it is still a tie, then just opposite order from the round before. Ok?

Okay.

Here are the stats:

Code:
Strength	14	16	12	9	17	12
Dexterity	15	8	14	15	10	13
Constitution	14	7	9	[s]18[/s]	11	13
Intelligence	10	14	11	15	13	16
Wisdom	        10	12	[s]16[/s]	12	11	15
Charisma	14	16	15	8	7	13
Wild	       [s]16[/s]	14	12	10	10	8

As choices are made I will go back and remove the chosen number and make note of it
 
Last edited:


Finley DaDum

First Post
Wild 16

I had 2 builds in mind a melee build and an Arcane Trickster. The Trickster looks a little tough with the overall low stats for Dexterity. So I will pick for the more balanced melee build.

Since I will likely pick low in round 2 - I will keep my options open and pick the Wild:16
 



el-remmen

Moderator Emeritus
Thanee said:
I thought you need to immediately place the wild numbers somewhere, or not?

Bye
Thanee


No.

But the fact that there are only 6 rounds means that at the end more likely than not whatever you don't have left will be what it is used for.
 

Finley DaDum

First Post
el-remmen said:
That is how I originally planned to do it, but then realized I should do it myself to tweak the stats as needed before the players see them.

Perhaps a compromise is have each player roll seven stats, one attached to each attribute and one "wild" that if chosen can be put in any slot (but would not neccessarily be high).

This is the only post I could find on the Wild stat, it doesn't imply that the score has to be assigned when chosen. I think letting the score be assigned at a later time allows more flexibility, but does increase the value of the wild scores.

Of note if this was for a campaign, I would try and trade for the last position of round #1 since they will almost certainly pick 1st in round #2. With 7 scores of 16 or above they would get 2 of these.

You posted before I did and made it clear, I edited this to remove any confusion, I will be sticking with the Wild 16.
 

Finley DaDum

First Post
Thanee said:
Also like combining the stability of point buy with the randomness of dice rolling.

For now I have settled with the following method:

Create an ability array with 28 PB, then roll 6d6 and increase Strength by one for every 1 rolled, Dexterity by one for every 2 rolled, Constitution by one for every 3 rolled, and so on. If an ability would be raised above 18, it stays at 18. If you happen to have multiple such increases, which raise one or more ability scores above 18 you can distribute half of those points (rounded down) to any other ability score(s) of your choice (raising none higher than 18, of course).

Bye
Thanee

Not to derail this with to many other posts but I like this method as well for adding a more organic feel to scores. I think it encourages more balanced scores, for me I would tend to start 14,14,14,14,12,8 arrangement or some variation of this. More balanced is not really a bad thing but it is something to look at.
 


Thanee

First Post
el-remmen said:
No.

But the fact that there are only 6 rounds means that at the end more likely than not whatever you don't have left will be what it is used for.

Ah, cool. Good to know. :)

Bye
Thanee
 



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