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General Tabletop Discussion
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Different Methods for Rolling Ability Scores (8-15 range)
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<blockquote data-quote="tolcreator" data-source="post: 8501515" data-attributes="member: 49640"><p>Can we get it with rolling dice?</p><p>[USER=6667921]@Jacob Lewis[/USER] above has the only easy solution I think.</p><p>We might want 2 or 3 dice for a bell curve rather than a flat distribution, but the problem is the range: 8-15.</p><p>8 is even and 15 odd, which rules out any pair of dice, which will always have an even max and min.</p><p>An odd number of dice will have odd min and even max (for dice of even number of sides).</p><p>15-8 = 7, which is our range of numbers.</p><p>3 dice: Will have a difference between max and min equal to 3(N-1) where N is the number of sides. So for D4 this is 9:</p><p>You could do 3d4+3 for a range of 6 to 15. For 3d3 this is 6: So you could do 3d3+6 for a range of 9-15.</p><p></p><p>I guess you could try 2d3+1d4+5 for 8-15 but it seems... awkward.</p><p></p><p>Or you could dry 7+3d8, drop highest AND lowest. This will strongly favour the midpoints, and make 8s or 15s very hard to get.</p><p>This will get you some very middle of the road stats, lots of 11s and 12s.</p><p></p><p>I think rolling 7+1d8 might be the best! But I worry because it's not a lot of dice. Therefore there is a much bigger chance of having a skew of good or bad luck, and ending up with awesome, or terrible, stats. </p><p></p><p>One option to spice things up a bit, I recently came across "Tic tac toe" rolling...</p><p>In our case it doesn't really add enough dice to eliminate fantastic/terrible rolls, but it's something...</p><p></p><p>You make a 3x3 grid. You label the rows Int, Wis, Cha. You label the columns Str, Dex, Con. Then you fill them by rolling your preferred dice (7+1d8 in our case) 9 times IN ORDER. Then you pick your Str, say, from any of the 3 results in the first column. BUT! once it's picked, it's gone. So if you pick the high number in row 2, say, that's gone and cannot be used to select your Wis in this case.</p></blockquote><p></p>
[QUOTE="tolcreator, post: 8501515, member: 49640"] Can we get it with rolling dice? [USER=6667921]@Jacob Lewis[/USER] above has the only easy solution I think. We might want 2 or 3 dice for a bell curve rather than a flat distribution, but the problem is the range: 8-15. 8 is even and 15 odd, which rules out any pair of dice, which will always have an even max and min. An odd number of dice will have odd min and even max (for dice of even number of sides). 15-8 = 7, which is our range of numbers. 3 dice: Will have a difference between max and min equal to 3(N-1) where N is the number of sides. So for D4 this is 9: You could do 3d4+3 for a range of 6 to 15. For 3d3 this is 6: So you could do 3d3+6 for a range of 9-15. I guess you could try 2d3+1d4+5 for 8-15 but it seems... awkward. Or you could dry 7+3d8, drop highest AND lowest. This will strongly favour the midpoints, and make 8s or 15s very hard to get. This will get you some very middle of the road stats, lots of 11s and 12s. I think rolling 7+1d8 might be the best! But I worry because it's not a lot of dice. Therefore there is a much bigger chance of having a skew of good or bad luck, and ending up with awesome, or terrible, stats. One option to spice things up a bit, I recently came across "Tic tac toe" rolling... In our case it doesn't really add enough dice to eliminate fantastic/terrible rolls, but it's something... You make a 3x3 grid. You label the rows Int, Wis, Cha. You label the columns Str, Dex, Con. Then you fill them by rolling your preferred dice (7+1d8 in our case) 9 times IN ORDER. Then you pick your Str, say, from any of the 3 results in the first column. BUT! once it's picked, it's gone. So if you pick the high number in row 2, say, that's gone and cannot be used to select your Wis in this case. [/QUOTE]
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