DND_Reborn
The High Aldwin
Yep.Highest 3 of 6d5 (make it 8 if it isn't) is pretty -- except for needing a bunch of d5s.
Yep again!Similarly, highest 4 of 6d4 truncate between 8 and 15... but d4s are kind of annoying.
Yep.Highest 3 of 6d5 (make it 8 if it isn't) is pretty -- except for needing a bunch of d5s.
Yep again!Similarly, highest 4 of 6d4 truncate between 8 and 15... but d4s are kind of annoying.
That is pretty good, too, and has a higher chance of getting an 8...3d4+5. Any score above a 15 is set to 15. A 14 and 15 will both have a 15.63% chance of being rolled. Average score is 12.42.
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?
% | Stat |
01-05 (5 percent) | 8 |
06-15 (10 percent) | 9 |
16-30 (15 percent) | 10 |
31-50 (20 percent) | 11 |
51-70 (20 percent) | 12 |
71-85 (15 percent) | 13 |
86-95 (10 percent) | 14 |
96-00 (5 percent) | 15 |
This has the same issue as Methods 2 and 3 in the OP. I know you can do it with a table, but I would rather not have to require players to look up their results to determine their scores.I mean you could just roll percentile against a chart with 8 values (8, 9, 10 etc), and create whatever probability curve you desired with values of each.
LOL you really don't get the part about wanting the average to be 12-12.5, do you???6 + 1d3 + 1d6.
Yeah, this follows the same line of thought for the best solution I came up with yesterday.Back in ADnD we had some luck with 3d6 and roll some more d6 to add to any number you like, but it has to stay below 18.
So my method would be:
6 times 7 + 1d8 (average of 11.5)
Then you add d4s. Since every d4 increases the total by 2.5. You want to add 0.75 on average to get to 12.25.
So you have to add 0.75*6 = 4.5
This means that you have to roll 2 d4, which adds 5 to the average. If you consider that in edge cases you might not be able to add something extra because you rolled to well, your average should be somewhere between 12.25 and 12.5 with some flexibility.
If you want to be exactly at 12.25 you might consider rolling a single d8 to add to your stats and divide those points as you wish (high risk but a lot of flexibility if you roll good).
You might consider rolling 7d8 and you may use the median of those rolls, or even flip the middle one over, to counter out bad luck a bit.
I edited my post a bit with some changes and an example.Yeah, this follows the same line of thought for the best solution I came up with yesterday.
D&D 5E - Different Methods for Rolling Ability Scores (8-15 range)
Start with a 12 as your number in each attribute. For each attribute, Roll a d6 and 3d12. Discard all 1s and 2s and 3s. For 4 to 6, Subtract 1 from your number. For 7 to 12, above, add 1 to your number. The d6 has a 50% chance to be nothing, and a 50% chance to reduce (net reduction: 66%)...www.enworld.org
I suggested the extra d8 added to the lowest roll, capped at 15, but I like your idea of a d4 or maybe 2d4 also. I'll have to look at that.
Thanks!