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modified ability score calculation
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<blockquote data-quote="Sleepy Walker" data-source="post: 7338580" data-attributes="member: 6924770"><p>I agree that there are a few problems with the proposed method, including new players entering the game and the potential for a player to get shafted. It also seems like it would take a fair bit of time and there would be a significant amount of uncertainty and potentially nervousness during the entire event.</p><p></p><p>Personally I am not a big fan of it.</p><p></p><p></p><p>I'm just going to throw out a method I've come to adopt recently.</p><p></p><p>- Set aside 6 numbers. The numbers I use are 2, 3, 4, 4, 5, 6</p><p>- Roll 2d6 for each ability score (in order or not, your choice). Re-roll all 1s as many times as necessary.</p><p>- Add one set aside number to each roll</p><p>- Done</p><p></p><p>It is up to the player to decide if they want to min-max or reduce the blow of weak rolls. The best score is at most a single 18 (sans racial modifiers) and the worst score is at worst a single 6. Most rolls will be a 6-8. What I really like about it is it takes just enough of the edge off of random that it makes a viable character most of the time, but still prevents exceedingly powerful characters, with multiple 18s and 20s, from existing. It is also fine-tunable to a point level precision, which means making characters with more or less power is incredibly easy while still maintaining that more random nature of rolling for stats that is so enjoyable.</p><p></p><p>What I have found using the above method is that most stats end up between 9 and 11, but in the majority of cases there is at least one difficult decision and that is where to put that dang 2. Which is just the way I like it.</p></blockquote><p></p>
[QUOTE="Sleepy Walker, post: 7338580, member: 6924770"] I agree that there are a few problems with the proposed method, including new players entering the game and the potential for a player to get shafted. It also seems like it would take a fair bit of time and there would be a significant amount of uncertainty and potentially nervousness during the entire event. Personally I am not a big fan of it. I'm just going to throw out a method I've come to adopt recently. - Set aside 6 numbers. The numbers I use are 2, 3, 4, 4, 5, 6 - Roll 2d6 for each ability score (in order or not, your choice). Re-roll all 1s as many times as necessary. - Add one set aside number to each roll - Done It is up to the player to decide if they want to min-max or reduce the blow of weak rolls. The best score is at most a single 18 (sans racial modifiers) and the worst score is at worst a single 6. Most rolls will be a 6-8. What I really like about it is it takes just enough of the edge off of random that it makes a viable character most of the time, but still prevents exceedingly powerful characters, with multiple 18s and 20s, from existing. It is also fine-tunable to a point level precision, which means making characters with more or less power is incredibly easy while still maintaining that more random nature of rolling for stats that is so enjoyable. What I have found using the above method is that most stats end up between 9 and 11, but in the majority of cases there is at least one difficult decision and that is where to put that dang 2. Which is just the way I like it. [/QUOTE]
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