Interesting and Creative Ways to Gen Ability Scores

Jeph

Explorer
Can anyone think of non-standard ways to gen a cahracter's ability scores? I'll start off with a method or two:

D4 Minus D4
For each ability score, roll a sparkley d4 and a not-too-sparkley d4. Then, subtract the result of non-sparkley from the result of sparkley. This is the modifier for the ability score. The actual score is the lowest possible score with that modifier. Now, spend 10 points on your scores. The following things can be done with these points:

- Increase a score with a negative modifier by 2 ( 1 point)
- Increase a score with a +1 modifier by 1 (1 point)
- Increase a score with a +2 modifier by 1 (2 points)
- Increase a score with a +3 modifier by 1 (3 points)

Then, after you have spent your points, apply racial modifiers.

Open-Ended D6+8
For each score, roll 1d6. If the result of the 6-sided die is a 6, roll another d6, and add it to roll, except as follows: If the result of the second die is a 5, treat it as if it were a 0. If the result of the 2nd die is a 6, reroll.

Anyone else got a few?
 

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GM Rolls 30 ability scores using 4d6 drop lowest method. Writes them all down on pieces of paper. Puts them all in a hat.

Each of the 5 players goes around the table and selects 1 piece of paper and writes it down in order (Str, Int, Wis, Dex, con, Cha).

There you go.

You could even through two or three more phases for race, class and even alignment.

Total random party.

Actually, I may try this sometime.
 

My ongoing campaign (At least ongoing after christmas) used a Method I stole off the boards from WuldRatbane I believe.

Inlvolved giving each character straight 10's in all stats and a card worth a +2 to a stat. I also gave out a special card that had things like extra feat, extra skill points, +1 to two stats, +2 to lowest and +1 to highest. etc

The party had to trade and negotiate with each other for stats. So everyone had to decide what they would play and what they wanted to eventually do with their character. It worked out well.


Second Method recently used in a game I played in was the Gm handed us a list of stats and we had to, once again, as a group devide up the stats. So for a group of 6 their were like
two 18's, three 17's, five sixteens and so forth down to two 8's. It was fun. We also kept the same numbers if we died and could then rearrange them for our new character since the players took a pact not to cheese out with raise dead's or ressurects. They were available at a price but we bowed out every time.

Bot require some compromise between the players but it sure helped you focus on you character and thier future.

Later
 

Back in the day one method I used was this:

Each player rolls 21d6. Toss out three dice. Then assign three dice to each ability. This allows the player to custom-build his character to a great extent without quite increasing the average stat value to the best 3 of 4d6 level, but does lead to above-average stats.
 

For areolae diameter, I came up with the following formula:

(STR+CHA)/9-1 inches

It works pretty well at the top end, but for weaker/less charismatic characters, it can lead to negative values for areolae diameter.

Our house rule was to assume a minimum diameter of 1 inch, similar to half-orcs and INT.

I had a table somewhere that scaled very low values. I'll try and dig it up...
 

Two words:


Dirty Dice



You will have to highlight it to find out the strangest way I have ever rolled up character ability scores

And no I will not elaborate further.

PRIEST
 
Last edited:

the Jester said:
Back in the day one method I used was this:

Each player rolls 21d6. Toss out three dice. Then assign three dice to each ability. This allows the player to custom-build his character to a great extent without quite increasing the average stat value to the best 3 of 4d6 level, but does lead to above-average stats.
Oooh - I'm liking this. Hmm... wonder if I could get my players to re-roll their characters, just for fun?
 

Total Bonuses.

The total of your bonuses from ability scores = x. 1/2 should be in the lower bracket of that bonus range. Optional: you have to have x penalties.
 

Playing Cards.

Take 18 standard playing cards and shuffle them. The 18 cards (for generating PCs) should consist of:
  • 1 (x1) Use an Ace
  • 2 (x2)
  • 3 (x4)
  • 4 (x4)
  • 5 (x4)
  • 6 (x2)
  • 7 (x1)

Now, deal the cards, face down, into 6 piles of 3 cards each. Select any one pile and look at it. Total the cards and assign them to the stat of your choice. Remove these cards.

Now, select another pile and look at it. Total the cards and assign them to one of the remaining stats, again your choice. Continue this until all 6 stacks have been viewed, and all six stats have been assigned.

Adjust for race and continue on. An average stat (before racial adjustment) in this method will run exactly 12.0 -- if you total all of your stats (before racial adjustments), you will get 72 every time. Minimum stat (before racial adjustment) in this system (1+2+2=) 5. Maximum stat (before racial adjustment) in this system (6+6+7=) 19!

When generating NPCs, follow the same guidelines. However, the card mix should be adjusted. Typical NPCs should use the LOW chart below, powerful NPCs should use the PC chart above, very powerful NPCs, use the HIGH chart below.

LOW
  • 1 (x2) Use an Ace
  • 2 (x4)
  • 3 (x6)
  • 4 (x4)
  • 5 (x2)

An average stat (before racial adjustment) in this method will run exactly 9.0 -- if you total all of your stats (before racial adjustments), you will get 54 every time. Minimum stat (before racial adjustment) in this system (1+1+2=) 4. Maximum stat (before racial adjustment) in this system (4+5+5=) 14!

HIGH
  • 2 (x2)
  • 3 (x2)
  • 4 (x4)
  • 5 (x4)
  • 6 (x4)
  • 7 (x2)

An average stat (before racial adjustment) in this method will run exactly 14.0 -- if you total all of your stats (before racial adjustments), you will get 84 every time. Minimum stat (before racial adjustment) in this system (2+2+3=) 7. Maximum stat (before racial adjustment) in this system (6+7+7=) 20!
 

I know a guy who claimed to use the chaos theory of character generation. It went like this.

"If I roll up a character whose scores I don't like, I assume he's going to go become a farmer instead of an adventurer. Then roll up another one. Given enough rolls, eventually I'll get the scores I want. To save time, I'll just write down whatever scores I like."

I'm not sure, but I think he was a munchkin.
 

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