Dice Rolling Method

Which stat generation method do you use?

  • Roll 2d6+6

    Votes: 1 1.3%
  • Roll 3d6

    Votes: 2 2.6%
  • Roll 3d6 Minimum of 10

    Votes: 1 1.3%
  • Roll 4d6 drop the lowest

    Votes: 48 61.5%
  • Point Buy with 25

    Votes: 5 6.4%
  • Point Buy with 28

    Votes: 9 11.5%
  • Point Buy with 30

    Votes: 8 10.3%
  • Point Buy with 32

    Votes: 18 23.1%
  • Point Buy with 36

    Votes: 3 3.8%
  • Point Buy with 38

    Votes: 2 2.6%
  • Point Buy with 42

    Votes: 0 0.0%
  • Choose whatever the heck you want for stats

    Votes: 2 2.6%
  • Other (Explain)

    Votes: 10 12.8%


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Two different methods over the years. The first was the Double Column method. Roll 3D6 with 1's re-rolled into a stat column in order, and roll another column in order. Compare the two coresponding scores for the each attribute and take the better of the two.

Later on we just switched over to the "3 Strikes" method. Roll 3D6, re-roll 1's, 2's and 3's up to 2 more times. You must keep 4's, 5's, and 6's. For example:
  1. First roll: 1, 3, & 5 (have to keep the 5, re-roll the rest) [Strike 1]
  2. Second Roll: 2 & 4 (have to keep the 4, plus the 5 from the previous roll) [Strike 2]
  3. Final Roll: 1. [Strike 3] Total = 10[/list=1]Right now we got so sick of having so many different characters we agreed upon only having one character for each DM. We haven't made any new characters in quite some time.
 


My vote was for 'Other (Explain)'....

and the explaination is...


Ability Scores: To create ability scores roll 1D10 then add the result of the roll to 70. The total result is your ability points that you may distribute on a one for one basis among your six abilities. Racial bonuses or penalties no longer apply.
When distributing the ability points use the following guidelines: No starting ability score may exceed 16 unless otherwise noted:
Dwarves: 18 Constitution Max.
14 Charisma Max.
Elves: 18 Dexterity Max.
14 Constitution Max.
Gnomes: 18 Constitution Max.
14 Strength Max.
Half-Orc: 18 Strength Max.
14 Intelligence Max.
14 Charisma Max.
Halflings: 18 Dexterity Max.
14 Strength Max.
 

I am torn.

I actually prefer the straight 3D6 leave then where they fall method. But this will generate some low stats and is only fun if every character in the party was generated in this fashion.

So barring that choice I have to go with 4D6 drop the lowest.
 

roll 4d6 drop lowest- it is the most variable, and most customizable. It gives ability to have great stats- but also ability to fumble too. This creates minor quirks and character flaws that are interesting to play.

having stats like :18, 16, 14, 14, 12, 10
isnt really funt o play because you are above avg in all aspects (except one) and that means you will just play a char that is too good.

In every hero- there is a char flaw that forces him to compensate in other ways- and that compensation is what leads to conflict.
 

4d6, drop low, GM is open to appeals if this doesn't give you what you are looking for.

I had a GM who said "put down whatever you want", but that was quickly demonstrated not to work.

I sort of have a hidden standard of what I find permissible. If you fall within that realm, I usually really could care less how you rolled them. I finally put my finger on it the other day:

- Only 2 scores 16+, and only one of those can be an 18
- 2 more scores must be 15 or less
- 2 more scores must be 13 or less

(all before racial mods)

But I never spell this out to my players, or they would push it to the limit, and you would end up with the amazingly monotone characters that point-build produces. I am a big beleiver in organic creation.
 

I had a player cheat his way (and he did not see it as cheating) into good stats. I questioned its validity but did not care because he played like crap and needed the extra bonuses...

I told him to roll 4d6, drop lowest and come to me when done. The game started without him because he took so long- he was playing rogue- and so had lots of skill pts. so halfway through the game, he said OK, Im done- and i worked himinto the game. he died like ten minutes later. Being level 3, i asked if he wanted to rerol another guy (he said rogues arent powerful enough). I told him to reroll another guy- and he said, "can i keep the stats?"

No- reroll.

"but I like these... i had to roll for half an hour before i got these stats.."

his stats were: 17,17,17,16,15,14

i didnt notice before cause he was making his char during the game...

And this did not happen because he did not know the rules, but because i didnt say specifically that he had to take the first 6. He knew that was how to do it, but since I didnt say it, he assumed it was ok to keep rollin til he got the better rolls.
 

Sodalis said:
In every hero- there is a char flaw that forces him to compensate in other ways- and that compensation is what leads to conflict.

Low stats are not necessarily character flaws. While a low wisdom or charisma might be, not being able to lift more than 50 pounts isn't.

A character with straight 14s can be just as complex as any other character.
 

4d6, drop the lowest.

The interesting thing is that this is the way I have been doing it for 10 years. I was pleased to see 3e come around.
 

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