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General Tabletop Discussion
*Dungeons & Dragons
Compilation of Alternate Ability Score Generation Methods
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<blockquote data-quote="Barunor" data-source="post: 9850597" data-attributes="member: 7056363"><p>Hi,</p><p></p><p>instead of rolling the ability scores, you could also roll the ability modifiers.</p><p></p><p>Roll 6d6 and assign each die to a stat or go with a fixed order.</p><p>Then subtract 3 from every face value to get the ability modifier value.</p><p>Roll 6d6 again and assign each die to a stat.</p><p>Now, lookup the two ability score values for each ability modifier and if the second die was even, pick the even value, otherwise the odd value.</p><p></p><p>Example:</p><p>1) Rolling 6d6 results in: 5, 4, 3, 3, 3, 2</p><p>2) Subtracting 3 gets me: +2, +1, +0, +0, +0, -1</p><p>3) Rolling 6d6 again: 5, 3, 2, 2, 1, 1</p><p>4) Looking up the scores: 15, 13, 10, 10, 11, 9</p><p></p><p>Further breakdown: The 15 came from the first rolled die with face value 5 which gave a +2, and the second rolled die was also a 5 which led to choosing the odd ability score that would give +2, i.e. 15.</p><p>(a.s.o)</p><p></p><p>This results in a wide range from 6 to 17.</p><p>If the characters should be stronger then instead of subtracting 3 use 2. The same set calculated with subtracting 2 instead of 3 would lead to 17, 15, 12, 12, 13, 11. The range is then 8 to 18 (a +4 with an odd second die would not be 19 but 18 instead).</p><p></p><p>Happy rolling.</p></blockquote><p></p>
[QUOTE="Barunor, post: 9850597, member: 7056363"] Hi, instead of rolling the ability scores, you could also roll the ability modifiers. Roll 6d6 and assign each die to a stat or go with a fixed order. Then subtract 3 from every face value to get the ability modifier value. Roll 6d6 again and assign each die to a stat. Now, lookup the two ability score values for each ability modifier and if the second die was even, pick the even value, otherwise the odd value. Example: 1) Rolling 6d6 results in: 5, 4, 3, 3, 3, 2 2) Subtracting 3 gets me: +2, +1, +0, +0, +0, -1 3) Rolling 6d6 again: 5, 3, 2, 2, 1, 1 4) Looking up the scores: 15, 13, 10, 10, 11, 9 Further breakdown: The 15 came from the first rolled die with face value 5 which gave a +2, and the second rolled die was also a 5 which led to choosing the odd ability score that would give +2, i.e. 15. (a.s.o) This results in a wide range from 6 to 17. If the characters should be stronger then instead of subtracting 3 use 2. The same set calculated with subtracting 2 instead of 3 would lead to 17, 15, 12, 12, 13, 11. The range is then 8 to 18 (a +4 with an odd second die would not be 19 but 18 instead). Happy rolling. [/QUOTE]
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Compilation of Alternate Ability Score Generation Methods
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