# D&D 5EDifferent Methods for Rolling Ability Scores (8-15 range)

#### DND_Reborn

##### The High Aldwin
• For each attribute, Roll a d6 and 3d12.
• Discard all 1s and 2s and 3s.
• For 4 to 6, Subtract 1 from your number.
The d6 has a 50% chance to be nothing, and a 50% chance to reduce (net reduction: 66%). For each d12, there is a 25% chance of nothing, a 25% chance of reduction, and 50% chance of increase.

Chance of a 15? ~6%
Chance of a 14? ~16%
Chance of a 13? ~23%
Chance of a 12? ~24% (12 or greater? ~69%)
Chance of an 11? ~17%
Chance of a 10? ~10%
Chance of a 9? ~3%
Chance of an 8? ~1%.
It is convoluted enough I love it, but fails in the "simple" part honestly.

It probably just isn't feasible...

#### Krachek

##### Hero
No deal! I am keeping my case and risking it for big bucks!

(Also, the average of 11.5 is too low.)

But thanks for playing LOL.
Devil‘s times are harder than ever.

#### DND_Reborn

##### The High Aldwin
Here's another method:

Roll two d8.
If the rolls are within 2 of each other, use the lower roll. (e.g. 1 and 3, 5 and 6, 4 and 4, etc., use lower (bold) roll)
If the rolls are 3 or more apart, use the higher roll. (e.g. 2 and 7, 4 and 1, 3 and 6, etc., use higher (bold) roll)

Range 8 - 15,
Average 12.22
Non-linear
No table
Is it simple enough?

#### Blue

##### Ravenous Bugblatter Beast of Traal
One method I was rather surprisingly taken with was a deck of cards. I forget the actual distribution, but you deal out the whole deck into six piles, one for each ability. It ends up with different ability scores, but still balanced between characters.

#### DND_Reborn

##### The High Aldwin
One method I was rather surprisingly taken with was a deck of cards. I forget the actual distribution, but you deal out the whole deck into six piles, one for each ability. It ends up with different ability scores, but still balanced between characters.
Hmm... I remember something about people using decks before. If you recall more let me know!

##### Legend
Supporter
Do you have some fate dice (+1,=,-1)? Would open up some easy combos to think about if so.

#### DND_Reborn

##### The High Aldwin
Do you have some fate dice (+1,=,-1)? Would open up some easy combos to think about if so.
No, but I could easily substitute a d6 for them.

Did you have any ideas?

##### Legend
Wonder what the probability is in using a VTT to roll 1d15, reroll 1-7.

#### DND_Reborn

##### The High Aldwin
Wonder what the probability is in using a VTT to roll 1d15, reroll 1-7.
It would be linear, since results of 1-7 never count you can basically ignore them. That leaves only 8-15, each with the same probability since it is a single die roll, and thus linear. The probability would be 0.125 for each result.

It is really the same as d8 + 7 if I am understanding your concept correctly.

#### Flamestrike

##### Legend
3d4+3 gives 6-15 (with a median of 10.5).

#### DND_Reborn

##### The High Aldwin
3d4+3 gives 6-15 (with a median of 10.5).
Absolutely correct.

But since I am trying to get a range of 8-15 with an average of 12 or so, how does that help exactly?

##### Legend
Supporter
No, but I could easily substitute a d6 for them.

Did you have any ideas?
Does 8 + best of two d6 + Fate Die give 8-15 with a mean just under 12.5.? Really skewed though.

#### DND_Reborn

##### The High Aldwin
Does 8 + best of two d6 + Fate Die give 8-15 with a mean just under 12.5.? Really skewed though.
That is actually pretty decent.

Here is the AnyDice link: AnyDice

The 8 is pretty low, but on par with the 1% of rolling 2d10 and having a result of 2 = a score of 8.

Sadly, I think the hard part is the "simple" criteria I was looking for, but I'll keep this in mind.

#### Blue

##### Ravenous Bugblatter Beast of Traal
Hmm... I remember something about people using decks before. If you recall more let me know!

From @clearstream
Make a 20-card deck from which you will draw 3 cards for each score without replacement, leaving 2 cards in the deck. For example - 5, 5, 5, 5, 5, 4, 4, 4, 4, 4, 3, 3, 3, 3, 3, 2, 2, 2, 2, 2. This deck has interesting features -

• The range for the sum of scores is 60 to 66
• The range for an individual score is 6 to 15
• A character can have no more than one 15, and no more than one 6
• Scores will average to at least 10, and at most 11, i.e. 10.5
There are other decks and discussion there as well.

Also while searching for it, I found an older thread that mentions some other alternatives for ability score generation.

#### DND_Reborn

##### The High Aldwin
Awesome! Thanks for doing the leg work. I'll check it out tomorrow.

#### Jacob Lewis

##### Ye Olde GM
7d2 + 1.

You can flip seven coins.

#### DND_Reborn

##### The High Aldwin
So, for anyone following this I think I might have something. You can tell me your opinion.

You roll d8 +7 for each ability score. Then you roll an extra d8, adding the result to your lowest ability score, to a maximum of 15.

• Range is from 8-15, with the cap for adding the extra d8.
• Average is 12.24, the same as 4d6, drop lowest.
• The distribution is non-linear:

• Obviously, you get to roll instead of using a chart.
• Finally, it is pretty simple IMO (same as the easiest option, d8 + 7, with an extra die).
Getting an 8 is pretty low, less than 1 in 100, but considering how little I see an 8 with rolling or point-buy, I can live with that.

Thoughts?

#### DND_Reborn

##### The High Aldwin
7d2 + 1.

You can flip seven coins.
The average is still only 11.5, so not the 12-12.5 I was looking for, but I recall once I used a similar idea for commoners:

15d2 - 12 to generate 3 - 18.

##### Legend
Supporter
That is actually pretty decent.

Here is the AnyDice link: AnyDice

The 8 is pretty low, but on par with the 1% of rolling 2d10 and having a result of 2 = a score of 8.

Sadly, I think the hard part is the "simple" criteria I was looking for, but I'll keep this in mind.

Highest 3 of 6d5 (make it 8 if it isn't) is pretty -- except for needing a bunch of d5s.

##### Legend
Supporter
Similarly, highest 4 of 6d4 truncate between 8 and 15... but d4s are kind of annoying.

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