Character Creation Stat Draft (Trial Draft Complete!!)

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
 

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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.
 

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.
 

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.
 


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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