FireLance
Legend
Recently, I've started thinking seriously again about an ability score generation system that I've considered in the past, which is essentially 3d6 with safety nets.
First, you assign your safety nets by generating ability scores using a standard array of 16, 14, 13, 12, 11, 10 - this works out to the usual 22 point buy in 4E.
Then, you roll 3d6 for each ability score, and if the assigned number is lower than the result of the dice roll, it is replaced by the rolled number.
This system provides some scope for randomness, quirky characters and better than expected ability scores - a fighter with a 16 Intelligence, for example - while ensuring that every character meets the minimum viability qualifications.
The downside to this approach is that you get greater variation in character ability. Assuming the player assigns the 16 to his PC's primary ability score and the 14 to the secondary, there is a 4 in 216 chance that he will end up with a slightly better (17 or 18) primary ability score and a 20 in 216 chance that he will improve his secondary (15, 16, 17 or 18). A more likely outcome is that the PC would get a random boost (possibly up to +4, but +1 or +2 is more likely) to a weak non-AC defence.
What I'd like to get your gut-level reaction on is: do you think your 4E game can handle this potential variation in PC ability scores fairly easily?
First, you assign your safety nets by generating ability scores using a standard array of 16, 14, 13, 12, 11, 10 - this works out to the usual 22 point buy in 4E.
Then, you roll 3d6 for each ability score, and if the assigned number is lower than the result of the dice roll, it is replaced by the rolled number.
This system provides some scope for randomness, quirky characters and better than expected ability scores - a fighter with a 16 Intelligence, for example - while ensuring that every character meets the minimum viability qualifications.
The downside to this approach is that you get greater variation in character ability. Assuming the player assigns the 16 to his PC's primary ability score and the 14 to the secondary, there is a 4 in 216 chance that he will end up with a slightly better (17 or 18) primary ability score and a 20 in 216 chance that he will improve his secondary (15, 16, 17 or 18). A more likely outcome is that the PC would get a random boost (possibly up to +4, but +1 or +2 is more likely) to a weak non-AC defence.
What I'd like to get your gut-level reaction on is: do you think your 4E game can handle this potential variation in PC ability scores fairly easily?