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How does your group determine ability scores?
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<blockquote data-quote="delericho" data-source="post: 8660712" data-attributes="member: 22424"><p>It's worse than that. 2nd Ed's default (method 1) was 3d6 <em>in order</em>.</p><p></p><p>Method 2 was the same, but roll two sets and choose between them. Method 3 was 3d6-and-arrange. Method 4 was roll 3d6 <em>twelve </em>times, and arrange any 6 to taste. Method 5 was the well-known 4d6-drop-lowest-arrange.</p><p></p><p>Method 6 was an interesting one (also the one we used for all but one of our 2nd Ed campaigns). Each score started at 8, and you rolled 7d6. You could then add the numbers on the dice to the various scores to suit, but you couldn't <em>split</em> a die. So if you were lucky enough to roll 7 sixes, you'd end up with a 14 in every score.</p><p></p><p>I would dispute the "fumbled the ball" description - they seem to have made the game they intended to make, with the focus being on mere mortals becoming heroes, rather than starting with superhumans as in other editions. That's a valid design choice, albeit not a popular one.</p><p></p><p>(It's also worth noting that this is one of only two instances where the designers managed to put power-creep in reverse - the other being "The Complete Priest's Handbook" in the same edition.)</p></blockquote><p></p>
[QUOTE="delericho, post: 8660712, member: 22424"] It's worse than that. 2nd Ed's default (method 1) was 3d6 [I]in order[/I]. Method 2 was the same, but roll two sets and choose between them. Method 3 was 3d6-and-arrange. Method 4 was roll 3d6 [I]twelve [/I]times, and arrange any 6 to taste. Method 5 was the well-known 4d6-drop-lowest-arrange. Method 6 was an interesting one (also the one we used for all but one of our 2nd Ed campaigns). Each score started at 8, and you rolled 7d6. You could then add the numbers on the dice to the various scores to suit, but you couldn't [I]split[/I] a die. So if you were lucky enough to roll 7 sixes, you'd end up with a 14 in every score. I would dispute the "fumbled the ball" description - they seem to have made the game they intended to make, with the focus being on mere mortals becoming heroes, rather than starting with superhumans as in other editions. That's a valid design choice, albeit not a popular one. (It's also worth noting that this is one of only two instances where the designers managed to put power-creep in reverse - the other being "The Complete Priest's Handbook" in the same edition.) [/QUOTE]
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