D&D 5E How do you avoid overshadowing while applying ability scores as rolled?

I still also want to make very strong scores less likely and/or constrain the range. I could use points-buy, but my experience with it is that in conjunction with race it still leads to scores reliably stronger on the key stats than I want to see, or in any case it lets players move points exactly where they want them. I want any maximisation to be ad-hoc. Maybe the Warlock still gets to have Charisma as their high score, but then their second highest is something they didn't really want (optimally) like Intelligence or Strength.

If you dont mind choosing the high score, but want to restrict the range, then the following might be useful.

• You choose an array of scores whose range you find acceptable. Every player uses the same array.
• Each player can choose which ability to put the highest score in.
• However, all other scores are assigned randomly.
 

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I think your speculation here seems reasonable and it might turn out to be something I learn. My own speculation is that with combat riskier and skill rolls less reliable, players will seek to rely more on imaginative plans and rp.

Worth a shot then to see how it goes. I highly recommend a one-shot or short-run adventure first though before committing to a two-year campaign.
 

...you rather want, lets say: a mediocre druid he bear tanks for the party.
A mediocre ranger with criminal background who doubles as a party rogue
A bard who serves as the parties main healer
A sorcerer whos e only good stat is his Char and that be 14 and who is a three tric pony

Am in the right direction?
Exactly. Only I might say flawed rather than mediocre. And maybe the party has two sorcerers and no tank!
 

For some reason I feel drawn in this direction. Maybe 3d4+3.

3d4+3 is nearly identical to 15d2-12. It’s just a tiny bit flatter and, of course doesn’t cover the full range of scores, so that’s a good choice. Looking at the curves, though, all of these methods are very different from 3d6 and will likely produce a lot of very “samey” characters.

On the other hand, (4d6 drop lowest)-2 is quite close to 3d6. It just gives slightly higher chances of scores 10 to 14, and slightly lower chances of 15 or 16. Of course there’s also the very slim chance you could roll a 1 or a 2 to contend with!
 

The deck method:
Take eighteen cards from a poker deck, ace through six, that sum to whatever you want each character's ability scores to sum to. (I recommend something in the 70-75 range.) Shuffle these cards and deal them into six piles of three. Sum each pile. You now have a random sequence of six numbers between 3 and 18 that is guaranteed to have a specific sum. Pretty handy for a DM.
 

3d4+3 is nearly identical to 15d2-12. It’s just a tiny bit flatter and, of course doesn’t cover the full range of scores, so that’s a good choice. Looking at the curves, though, all of these methods are very different from 3d6 and will likely produce a lot of very “samey” characters.
One might also feel it was rather more manageable!

On the other hand, (4d6 drop lowest)-2 is quite close to 3d6. It just gives slightly higher chances of scores 10 to 14, and slightly lower chances of 15 or 16. Of course there’s also the very slim chance you could roll a 1 or a 2 to contend with!
About a 1% chance of being in the -4 to -5 ability modifier range. So for 6 stats over say 8 characters (allowing for deaths and retirements) one could imagine seeing it once or twice. Surely not more ;) It's quite a nice range though... you've gotten me thinking about -n rather than +n arrangements.
 

3d4+3 is nearly identical to 15d2-12. It’s just a tiny bit flatter and, of course doesn’t cover the full range of scores, so that’s a good choice. Looking at the curves, though, all of these methods are very different from 3d6 and will likely produce a lot of very “samey” characters.

On the other hand, (4d6 drop lowest)-2 is quite close to 3d6. It just gives slightly higher chances of scores 10 to 14, and slightly lower chances of 15 or 16. Of course there’s also the very slim chance you could roll a 1 or a 2 to contend with!
5d6 drop lowest and highest...
 

Multiply the number of players by 18, throw that many dice on the floor, and have them fight over which ones they get.
 



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