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Compilation of Alternate Ability Score Generation Methods
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<blockquote data-quote="pming" data-source="post: 8404864" data-attributes="member: 45197"><p>Hiya!</p><p></p><p><strong>"Wheel of Pain" Method</strong></p><p></p><p>I came up with this one a few years ago for my homebrew fantasy RPG and it has proved to be a great system if everyone in the group is sitting at the table for "Session Zero" when creating characters.</p><p></p><p>Group based rolling, group based choice.</p><p></p><p>Draw a clock face without numbers (this is the Wheel). Top and right ("12 to 5") is "High"; bottom and left ("6 to 11") is "Low". For 5e, 10+ is high, 9- is low.</p><p></p><p>Every Player at the table rolls a d#, highest person is where the rolling starts. That person rolls 3d6. If it's "high" (10+) it goes at the top of the Wheel (where 12 o'clock would be), if it's "low" (9-) it goes at the bottom of the Wheel (6 o'clock). Then, the player to the left rolls 3d6. His result is then placed at "1 o'clock" or "7 o'clock" on the Wheel, depending if it is a High or a Low rolls. Then the next player to the left. Rinse and repeat until all spokes of the Wheel have a number. If you run out of high/low slots, just keep rolling until you get a result that fits.</p><p></p><p>Now you have the completed Wheel of Pain, with 12 numbers. The Players... <em>as a group</em> decide what 3 "pairs" of numbers they want. A "pair" of numbers is two numbers that are on opposite sides of the Wheel. E.g., if there is a 15 at the "3 o'clock" mark, the paired number is whatever is at the "9 o'clock" mark.</p><p></p><p>Once the GROUP has decided what 3 pairs of numbers they want, EVERY PC HAS THOSE STATS! Place where you want and adjust for race/whatever.</p><p></p><p>What I have found with this method is that no player character is any more "powerful" than any other in the group and nobody feels like the dice screwed them or that some other Player cheated. It also has the added benefit of the group of PC's being rolled up all FEEL like an Adventuring Group from the get-go. The mindset of the Players is that of a needed and contributing member of a GROUP and not some special snowflake superman who don't need no other help! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>PS: If you want more 'choices of pairs', just add more spokes to the Wheel; I've used upwards of 20, which was too many; but 16 is good.</p><p></p><p>^_^</p><p></p><p>Paul L. Ming</p></blockquote><p></p>
[QUOTE="pming, post: 8404864, member: 45197"] Hiya! [B]"Wheel of Pain" Method[/B] I came up with this one a few years ago for my homebrew fantasy RPG and it has proved to be a great system if everyone in the group is sitting at the table for "Session Zero" when creating characters. Group based rolling, group based choice. Draw a clock face without numbers (this is the Wheel). Top and right ("12 to 5") is "High"; bottom and left ("6 to 11") is "Low". For 5e, 10+ is high, 9- is low. Every Player at the table rolls a d#, highest person is where the rolling starts. That person rolls 3d6. If it's "high" (10+) it goes at the top of the Wheel (where 12 o'clock would be), if it's "low" (9-) it goes at the bottom of the Wheel (6 o'clock). Then, the player to the left rolls 3d6. His result is then placed at "1 o'clock" or "7 o'clock" on the Wheel, depending if it is a High or a Low rolls. Then the next player to the left. Rinse and repeat until all spokes of the Wheel have a number. If you run out of high/low slots, just keep rolling until you get a result that fits. Now you have the completed Wheel of Pain, with 12 numbers. The Players... [I]as a group[/I] decide what 3 "pairs" of numbers they want. A "pair" of numbers is two numbers that are on opposite sides of the Wheel. E.g., if there is a 15 at the "3 o'clock" mark, the paired number is whatever is at the "9 o'clock" mark. Once the GROUP has decided what 3 pairs of numbers they want, EVERY PC HAS THOSE STATS! Place where you want and adjust for race/whatever. What I have found with this method is that no player character is any more "powerful" than any other in the group and nobody feels like the dice screwed them or that some other Player cheated. It also has the added benefit of the group of PC's being rolled up all FEEL like an Adventuring Group from the get-go. The mindset of the Players is that of a needed and contributing member of a GROUP and not some special snowflake superman who don't need no other help! ;) PS: If you want more 'choices of pairs', just add more spokes to the Wheel; I've used upwards of 20, which was too many; but 16 is good. ^_^ Paul L. Ming [/QUOTE]
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