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Dice Rolling for beginning ability scores...redux
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<blockquote data-quote="ECMO3" data-source="post: 9063269" data-attributes="member: 7030563"><p>Most games I play in RAW are standard 4d6 drop 1 and then arrange like you want. Of the official ways to generate scores that is the best one IMO. A number of games I play in use PB (but not as much as rolling) and a select few use SA.</p><p></p><p>In terms of alternative methods the one I see most often is 4d6 drop 1 with a total floor (minimum combined score). This is good and prevents anyone from rolling a terrible character.</p><p></p><p>Another I see is 4d6 drop 1 rolled 7 times and then drop your lowest score.</p><p></p><p>I have seen 3d6 six times for every ability, take the highest for that ability</p><p></p><p>I have seen 3d6 12 times, drop the lowest 6 scores and arrange the other 6 as you want.</p><p></p><p>I have seen 1d6+12, 1d8+12 and 1d10+8 for every ability, both rolled in fixed locations or rolled and then you arrange them as desired.</p><p></p><p>The homebrew method I like the most is one adapted from 1E. You choose the order you roll your abilities but they are fixed. Pick an ability and roll 9d6 drop 6. Whatever you get is that ability. Then pick another ability you roll 8d6 and drop 5, that is that ability. ..... you keep going like this until the last ability is 4d6 drop 1. This generates "heroic" characters and you need to tune up encounters or they will be too easy. It does have a few advantages though. By rolling 9 and 8 on your two most important scores you are pretty much guaranteed good enough scores in those after you add bonuses. At the same time you will often get very high rolls in your "dump stat" which prevents the dumb Barbarian cliche. This method really makes characters unique. You can roll up a Wizard with a 16 Intelligence (it will rarely be less than this with +2 from race) and 18 Strength.</p><p></p><p>All of these examples work well and IME all work better in play than standard array or point buy, as long as encounters are tuned appropriately.</p></blockquote><p></p>
[QUOTE="ECMO3, post: 9063269, member: 7030563"] Most games I play in RAW are standard 4d6 drop 1 and then arrange like you want. Of the official ways to generate scores that is the best one IMO. A number of games I play in use PB (but not as much as rolling) and a select few use SA. In terms of alternative methods the one I see most often is 4d6 drop 1 with a total floor (minimum combined score). This is good and prevents anyone from rolling a terrible character. Another I see is 4d6 drop 1 rolled 7 times and then drop your lowest score. I have seen 3d6 six times for every ability, take the highest for that ability I have seen 3d6 12 times, drop the lowest 6 scores and arrange the other 6 as you want. I have seen 1d6+12, 1d8+12 and 1d10+8 for every ability, both rolled in fixed locations or rolled and then you arrange them as desired. The homebrew method I like the most is one adapted from 1E. You choose the order you roll your abilities but they are fixed. Pick an ability and roll 9d6 drop 6. Whatever you get is that ability. Then pick another ability you roll 8d6 and drop 5, that is that ability. ..... you keep going like this until the last ability is 4d6 drop 1. This generates "heroic" characters and you need to tune up encounters or they will be too easy. It does have a few advantages though. By rolling 9 and 8 on your two most important scores you are pretty much guaranteed good enough scores in those after you add bonuses. At the same time you will often get very high rolls in your "dump stat" which prevents the dumb Barbarian cliche. This method really makes characters unique. You can roll up a Wizard with a 16 Intelligence (it will rarely be less than this with +2 from race) and 18 Strength. All of these examples work well and IME all work better in play than standard array or point buy, as long as encounters are tuned appropriately. [/QUOTE]
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