Character generation methods

Our normal method is 4d6, reroll ones, drop lowest, arrange as desired, which seems to generate pretty powerfull characters for everyone but me :uhoh:

We have also experimented with point buy, then roll 3d6 against each score in order and take the higher. Seemed to work OK, but Greyhawk's method sounds even better. May have to suggest that next time we are creating characters.


glass.
 

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Li Shenron said:
Only problem with those numbers above is that it's possible to start with more than 18 in a single score, but that's not very likely.
No, you can't go higher than 18:
Grayhawk said:
Roll 6d6. A '1' means +1 to Str, a '2' means +1 to Dex, etc. If a roll makes a score go beyond 18, re-roll.
And even if you start with the relatively high Elite Array, only one score can go to 18.

If you don't like the re-rolling bit, here's a couple of variants:

A: If a roll makes a score go beyond 18, the roll doesn't count and you don't get to re-roll (this meshes with how point buy puts a higher cost on higher scores. Of course, you could still be lucky, get an 18 and roll increases to other scores as well.)

B: If using the Elite Array as your starting point, only roll 3d6 for extra points (this way, a Fighter putting his 15 in strenght will need to roll all '1's on his 3 rolls to get an 18.This way, a score of 18 is still a possibility, but very rare.)

Personally, I believe the game is balanced towards characters using the Elite Array, so I prefer a method that generates scores in that ballpark. As such, I feel that the '14,13,12,11,10,9 array +6d6, '1's go to Str, etc' is the best option, as it only nets you a point-total 2 higher than the Elite Array.

If you feel that characters should start play with at least a 15 in their most important stat, you could add this rule:

If (after rolling the 6d6) you didn't get an increase to the stat you put your 14 in, you may move 1 rolled point to this stat.

Of course, if you have players allergic to scores with negative modifiers, you could use the same rule, replacing the '14' with a '9'.

Hm, I guess a single rule could take care of both situations:

Arrange following array as desired: 14,13,12,11,10,9.

Roll 6d6. A '1' means +1 to Str, a '2' means +1 to Dex, etc. A score can't go beyond 18.

After rolling all 6d6, you may pick 1 roll and move it to a stat of your choosing, but you may not increase a stat beyond 15 this way.


(This makes it possible to remove a negative modifier, bring a 14 to a 15, but not a 17 to an 18 - only the luck of the dice will get you that high.)

Ok, I'm all done now :)
 

Here's what I use in my two campaigns: point buy with base 6 in each stat, and you get 38 points to spend on a 1:1 basis; apply racial mods normally.

This gives more creative control than the default weighted point buy, and tends to favor specialization and wide gaps between high and low stats (vs. weighted point buy, which favors generalists with narrow gaps between high and low stats). It also creates somewhat more powerful PCs, which I like -- coupled with things like rolling combat dice out in the open, they need a bit of an edge. ;)
 

Been using this system for a long time and it works well in my campaigns...

Roll 4d6 for each ability score (Strength, Dexterity, Constitution, Intelligence, Wisdom, Charisma), total the three highest die

Reroll if: no scores are 15+ OR three scores are 9 or less

Add one bonus: switch any one score for another OR lowest score becomes 9 OR add one to any score
 

I am using standard 32 Point-Buy for my campaign, racial bonuses applied afterwards. I have, however, changed the Ability score increase for leveling. Instead of an increase every 4 levels (4, 8, 12, 16, 20), I am going to have them increase every EVEN level (2, 4, 6, 8, 10, etc).

This seems like a lot, but if you look at some Ability scores of people who randomly roll (I'm talking 40-50+ Point Buy equivalent on average) it is really only average.

I also increased Feats to every odd level (1, 3, 5, 7, 9, etc) so that now they gain an increase or bonus every level. It only adds three extra feats over the life of the character so it's not unbalanced. It will make for a better game in my opinion.
 

Li Shenron said:
It would be interesting to hear sometimes about someone who run low-powered games...

I was thinking about using 2d6 +4 (maybe 3d4 +5) or 1d8 +8. The curve on the last will flat, but I don't know the statistics on the other two.
 

I've seen following method - it is a variation of the standard.

Roll 8d6-5, 7d6-4, 6d6-3, 5d6-2, 4d6-1 and 3d6.

Someone did the math. The result: this method isn't unbalancing, but it ensures more or less some high numbers.
 

Point buy 25, if I write your character in full.
Point buy 28 if you write your backstory, and your personality.
Point buy 30 if you write your backstory, your personality, and provide me with adequate plot hooks to advance the story under your effort instead of mine as the DM.
Never had somebody do less than point buy 30, never been at a loss for personal character plot hooks. Works great for me. :)
Point buy 30 is a little bit on the high side for things being balanced against CRs, but it's not 32 or 40 or 45 or any of that. Games like that... are fun, but, the balance is so screwy that it's just not worth the extra effort of trying to make everything WORK. (Unless you have few people and you're doing gestalt, or have something really funky going.)
 

Similar to Terwox...

28 point buy.

+1 for each of the following.
1)Name and description.
2)Potted background history.
3)A friend and an enemy outside the party.
4)Other.

currently 4 is how the PCs came to be in the position they are at the start of the campaign.
 

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My campaign is very high power. I use the following rolls for important NPCs, and would let players use them if they wanted:

18,18,17,17,16,14.
 

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