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<blockquote data-quote="tetrasodium" data-source="post: 9193842" data-attributes="member: 93670"><p>That's not how statistics work. A PC is not using the average of the arrays, it is using a single row of 6 values from from the entire dataset. I was going to break down your output a bit to show a bit of why but in doing so immediately crashed into a pretty serious flaw in your methodology. <strong>There is almost certainly something wrong with the way you performed it if there were <em>zero</em> rolls lower than 8 or higher than 15. Alternately, if you restricted the values to be between >7 <16 you invalidated the test itself and generated garbage data</strong>. 50 full arrays would be 300 attribute values grouped in sets of six or a total of 1200d6 rolls before factoring the 4d6 drop1(you don't bound the values, you roll it). </p><p></p><p>[HR][/HR]</p><p></p><p>That's an extremely absolute statement that is both unsupported by the phb text itself as well as a problem 2014 wotc proved they know "nah I don't like that result" needed explicit protection against.</p><p></p><p>[spoiler="3 determine ability scores"]</p><h2>3. Determine Ability Scores</h2><p>Much of what your character does in the game depends on his or her six abilities: Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma. Each ability has a score, which is a number you record on your character sheet.</p><p>The six abilities and their use in the game are described in the <a href="https://www.dndbeyond.com/compendium/rules/basic-rules/using-ability-scores" target="_blank">Using Ability Scores</a> section. The Ability Score Summary table provides a quick reference for what qualities are measured by each ability, what races increases which abilities, and what classes consider each ability particularly important.</p><p>You generate your character’s six ability scores randomly. Roll four 6-sided dice and record the total of the highest three dice on a piece of scratch paper. Do this five more times, so that you have six numbers. If you want to save time or don’t like the idea of randomly determining ability scores, you can use the following scores instead: 15, 14, 13, 12, 10, 8.</p><p>Now take your six numbers and write each number beside one of your character’s six abilities to assign scores to Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma. Afterward, make any changes to your ability scores as a result of your race choice.</p><p>After assigning your ability scores, determine your ability modifiers using the Ability Scores and Modifiers table. To determine an ability modifier without consulting the table, subtract 10 from the ability score and then divide the result by 2 (round down). Write the modifier next to each of your scores.</p><p>[/spoiler]</p><p>roll the dice & write down the results, "<em>o</em>r if you don't like the idea of randomizing use the following [insert elite array] instead". At no point does it say that you need to take the results after rolling as you see on page phb72 phb102 & in many 5ebooks released since. Nor does it say that you need to decide one or the other</p><p>The [spoiler="pointbuy section"]</p><h3>Variant: Customizing Ability Scores</h3><p>At your Dungeon Master’s option, you can use this variant for determining your ability scores. The method described here allows you to build a character with a set of ability scores you choose individually.</p><p></p><p>You have 27 points to spend on your ability scores. The cost of each score is shown on the Ability Score Point Cost table. For example, a score of 14 costs 7 points. Using this method, 15 is the highest ability score you can end up with, before applying racial increases. You can’t have a score lower than 8.</p><p></p><p>This method of determining ability scores enables you to create a set of three high numbers and three low ones (15, 15, 15, 8, 8, 8), a set of numbers that are above average and nearly equal (13, 13, 13, 12, 12, 12), or any set of numbers between those extremes.</p><p>[/spoiler]</p><p>Also does not include the text missing from rolling & standard array that would specify that it cannot be used as a fallback option.</p></blockquote><p></p>
[QUOTE="tetrasodium, post: 9193842, member: 93670"] That's not how statistics work. A PC is not using the average of the arrays, it is using a single row of 6 values from from the entire dataset. I was going to break down your output a bit to show a bit of why but in doing so immediately crashed into a pretty serious flaw in your methodology. [B]There is almost certainly something wrong with the way you performed it if there were [I]zero[/I] rolls lower than 8 or higher than 15. Alternately, if you restricted the values to be between >7 <16 you invalidated the test itself and generated garbage data[/B]. 50 full arrays would be 300 attribute values grouped in sets of six or a total of 1200d6 rolls before factoring the 4d6 drop1(you don't bound the values, you roll it). [HR][/HR] That's an extremely absolute statement that is both unsupported by the phb text itself as well as a problem 2014 wotc proved they know "nah I don't like that result" needed explicit protection against. [spoiler="3 determine ability scores"] [HEADING=1]3. Determine Ability Scores[/HEADING] Much of what your character does in the game depends on his or her six abilities: Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma. Each ability has a score, which is a number you record on your character sheet. The six abilities and their use in the game are described in the [URL='https://www.dndbeyond.com/compendium/rules/basic-rules/using-ability-scores']Using Ability Scores[/URL] section. The Ability Score Summary table provides a quick reference for what qualities are measured by each ability, what races increases which abilities, and what classes consider each ability particularly important. You generate your character’s six ability scores randomly. Roll four 6-sided dice and record the total of the highest three dice on a piece of scratch paper. Do this five more times, so that you have six numbers. If you want to save time or don’t like the idea of randomly determining ability scores, you can use the following scores instead: 15, 14, 13, 12, 10, 8. Now take your six numbers and write each number beside one of your character’s six abilities to assign scores to Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma. Afterward, make any changes to your ability scores as a result of your race choice. After assigning your ability scores, determine your ability modifiers using the Ability Scores and Modifiers table. To determine an ability modifier without consulting the table, subtract 10 from the ability score and then divide the result by 2 (round down). Write the modifier next to each of your scores. [/spoiler] roll the dice & write down the results, "[I]o[/I]r if you don't like the idea of randomizing use the following [insert elite array] instead". At no point does it say that you need to take the results after rolling as you see on page phb72 phb102 & in many 5ebooks released since. Nor does it say that you need to decide one or the other The [spoiler="pointbuy section"] [HEADING=2]Variant: Customizing Ability Scores[/HEADING] At your Dungeon Master’s option, you can use this variant for determining your ability scores. The method described here allows you to build a character with a set of ability scores you choose individually. You have 27 points to spend on your ability scores. The cost of each score is shown on the Ability Score Point Cost table. For example, a score of 14 costs 7 points. Using this method, 15 is the highest ability score you can end up with, before applying racial increases. You can’t have a score lower than 8. This method of determining ability scores enables you to create a set of three high numbers and three low ones (15, 15, 15, 8, 8, 8), a set of numbers that are above average and nearly equal (13, 13, 13, 12, 12, 12), or any set of numbers between those extremes. [/spoiler] Also does not include the text missing from rolling & standard array that would specify that it cannot be used as a fallback option. [/QUOTE]
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