D&D 5E Minimum ability scores for a PC

aramis erak

Legend
One decent stat is usually enough to make an interesting character.

I actually just signed up this moment because reading through discussions of array vs. rolling and nobody has mentioned my favorite method.

Array feels to sterile to me, and too predictable. I like a bit of randomness, to encourage people to expand their comfort zones.
A bloke going by Redrick came up with a method for point-buy-valid randomized stats...
I implemented it as a self-contained javascript, CSS, & HTML page.
 

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Bill Zebub

“It’s probably Matt Mercer’s fault.”
Everyone likes their chance to shine in the game. With bounded accuracy, the bonus from skills is relatively low. If the Fighter has higher Cha than the party face has Cha + proficiency bonus, that will lead to disappointment.

These sorts of statements, about players comparing their characters to other characters, are not universal truths.
 

For NPC in the MM, those who have a CR of 1/2 or more can qualify as adventurers.
The Scout and the Thug make decent low scale adventurers, while the guard, the cultist won’t be recruited!
 

CreamCloud0

One day, I hope to actually play DnD.
Hmmm... preferably at least a 50/50 split between having positive and neutral-negative modifiers, at minimum one of the positive modifiers should be a +2

Edit: although the greater the negatives the higher I’ll desire the highs to compensate, but overall I prefer more well rounded characters than min-maxed 20/20/20/8/8/8 types
 
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DND_Reborn

The High Aldwin
A bloke going by Redrick came up with a method for point-buy-valid randomized stats...
I implemented it as a self-contained javascript, CSS, & HTML page.
Nice threadnecro! Over 7 years dead...

1663380513404.png
 

so I had an odd suggestion from Tic Tok, and I may try it next time we want to roll... roll 1d8 then 1d10 then 1d12

each die generates 2 scores.

1d8 take the same number and add 10 then take the same number and subtract from15
so if you roll a 4 you get a 14 and an 11
1d10 like above take the roll and add 8 then take the rolled number and subtract from 17
so if you roll a 7 you get a 15 and a 10
1d12 like above take the roll and 6 then take the roll and subtract from 19
if you roll a 2 you get a 8 and 17

so you roll a 4, a 7 and 2 and get 17 15 14 11 10 8

since each number set adds to 25 you always end up with 75 spread
 

For random but somewhat equal, I would just start with all stats at 8, then roll d6 for which stat increases by 2, do that 11 times. And then an extra roll to increase something by 1.

Increasing stat by 2 is because increasing by just 1 (but with double the dice) would mean more bell-curve which would mean more chance of everything ending up as 12. And also to avoid people getting a varying amount of odd values. Then, the extra roll is to get AN odd value in.

(and then hope everyone avoids rolling 12 12 12 12 12 11)
 

DND_Reborn

The High Aldwin
so I had an odd suggestion from Tic Tok, and I may try it next time we want to roll... roll 1d8 then 1d10 then 1d12

each die generates 2 scores.

1d8 take the same number and add 10 then take the same number and subtract from15
so if you roll a 4 you get a 14 and an 11
1d10 like above take the roll and add 8 then take the rolled number and subtract from 17
so if you roll a 7 you get a 15 and a 10
1d12 like above take the roll and 6 then take the roll and subtract from 19
if you roll a 2 you get a 8 and 17

so you roll a 4, a 7 and 2 and get 17 15 14 11 10 8

since each number set adds to 25 you always end up with 75 spread
It is an interesting system to a bit to wide in range for me (7-18).

I would prefer the same concept but with smaller range:

1d4: add 10, subtract from 15
1d6: add 9, subtract from 16
1d8: add 8, subtract from 17

This gives the same 75 points (avg. 12.5) but with a range of 9-16, so a bit tighter.

EDIT: I just realized (as an aside) you can roll the same die for each set instead of varying it. So, I could use three d6's and get the same results.
 
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DND_Reborn

The High Aldwin
You kids have it so easy. Back when I started gaming we rolled 2d6 and took whatever we got. Sometimes our characters died while we were still making them.

Of course, we were playing Traveler, so there's that.
Ha! YOU had it easy.

When I first started playing, we didn't even have dice, we had to guess the numbers the DM had hidden behind his back. ;)
 

Andvari

Adventurer
I like the 3rd edition ruling. Your character's ability scores are considered too low if your combined modifiers are +0 or less, or your highest score is a 13 or less.

A method I've considered, but not used, is simply counting the total modifiers and setting a "band" with a minimum and maximum it must not be lower or higher than. For example, a 4-8 band would mean you reroll if your total modifiers are less than 4 or more than 8.

That being said, I prefer to avoid taking the possibility of having too low scores out of the equation by not rolling for ability scores.
 
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Andvari

Adventurer
For random but somewhat equal, I would just start with all stats at 8, then roll d6 for which stat increases by 2, do that 11 times. And then an extra roll to increase something by 1.

Increasing stat by 2 is because increasing by just 1 (but with double the dice) would mean more bell-curve which would mean more chance of everything ending up as 12. And also to avoid people getting a varying amount of odd values. Then, the extra roll is to get AN odd value in.

(and then hope everyone avoids rolling 12 12 12 12 12 11)
This is quite clever, I think. It can end up in illegal results, like a 20, but you can just say rolls that put a stat above 18 is "wasted" or is re-rolled.
 

Lanefan

Victoria Rules
I like the 3rd edition ruling. Your character's ability scores are considered too low if your combined modifiers are +0 or less, or your highest score is a 13 or less.
Same here. It pretty much matches what I was already doing before 3e even came out.
That being said, I prefer to avoid taking the possibility of having too low scores out of the equation by not rolling for ability scores.
Low scores or high scores, you'll take these dice from my cold dead hands... :)
 

DND_Reborn

The High Aldwin
For random but somewhat equal, I would just start with all stats at 8, then roll d6 for which stat increases by 2, do that 11 times. And then an extra roll to increase something by 1.

Increasing stat by 2 is because increasing by just 1 (but with double the dice) would mean more bell-curve which would mean more chance of everything ending up as 12. And also to avoid people getting a varying amount of odd values. Then, the extra roll is to get AN odd value in.

(and then hope everyone avoids rolling 12 12 12 12 12 11)
An interesting idea but it results in scores below the other methods, with this averaging only 11.83 per score or lower. Rolling 12 or 13 times would get you about the same as 4d6 drop low.
 

An interesting idea but it results in scores below the other methods, with this averaging only 11.83 per score or lower. Rolling 12 or 13 times would get you about the same as 4d6 drop low.
Yes, it's easy to pick your own power level with how many dice you put in. I was more aiming for standard array, anyway.
 


A bloke going by Redrick came up with a method for point-buy-valid randomized stats...
I implemented it as a self-contained javascript, CSS, & HTML page.
I still use this and recommend it to my players
 


FarBeyondC

Explorer
Greetings all! In another thread I started, I made some quick assumptions, one of which was about the ability scores of the adventuring people (either PCs and NPCs).

I know that there are many styles and preferences, so I just wanted to do a fast survey: what would you deem "enough" for a PC to start adventuring? Not for a one shot, or a short campaign. Where would you draw the line, in 5E, about the playability of a PC, including considerations on the concept?

Obviously, the true minimum for a PC to start adventuring is 3s across the board, before initial modifiers.

Of course, no one's going to want or allow that 1 in 4738381338321616896 result (or a mere 1 in 101559956668416 result if rolling 3d6 instead of 4d6dl).

My preferred minimum is 8s across the board, before initial modifiers, which is why I prefer 2d6+6 for rolling stats to 3d6 or 4d6dl.
 

tetrasodium

Legend
Supporter
Since this is my first time seeing this zombie of a thread I'll say that within the last week I had a player get killed & come back with a new PC who has an eleven as their high roll. as a GM I have more room to give cool magic items to a character with lower stats than one with the elite array or better.
 

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