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General Tabletop Discussion
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Compilation of Alternate Ability Score Generation Methods
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<blockquote data-quote="ConfusedJackal" data-source="post: 8402432" data-attributes="member: 7032208"><p>I'm quite late here, but I like using a variant of 4d6 drop lowest. You do the typical first roll, adding any 3 of those dice, then you flip over every die, and keep 3 of those. Repeat two more times for a total of 3 rolls and 6 stats. </p><p></p><p>Since opposite faces add to 7, a high stat on one side will usually correspond with a low stat on the other side. Because of the drop lowest, it's possible to get high stats that don't have an equally low counterpart (a roll of 6, 6, 6, 1 would give 18 and 8, as opposed to the 18 and 3 that 3d6 would give with this method). </p><p></p><p>I especially like this method because it keeps the randomness without risking a bunch of negatives or all stats above 13. It's also possible to get Standard Array and the 12, 12, 12, 13, 13, 13 array with this method.</p></blockquote><p></p>
[QUOTE="ConfusedJackal, post: 8402432, member: 7032208"] I'm quite late here, but I like using a variant of 4d6 drop lowest. You do the typical first roll, adding any 3 of those dice, then you flip over every die, and keep 3 of those. Repeat two more times for a total of 3 rolls and 6 stats. Since opposite faces add to 7, a high stat on one side will usually correspond with a low stat on the other side. Because of the drop lowest, it's possible to get high stats that don't have an equally low counterpart (a roll of 6, 6, 6, 1 would give 18 and 8, as opposed to the 18 and 3 that 3d6 would give with this method). I especially like this method because it keeps the randomness without risking a bunch of negatives or all stats above 13. It's also possible to get Standard Array and the 12, 12, 12, 13, 13, 13 array with this method. [/QUOTE]
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