Sword of Spirit
Legend
I normally don't do random stats at all unless it's a shorter adventure or one-shot. If I do do random ability scores in a more long-term campaign, I'll make sure that each character ends up with equivalent stats, since the only reason I'd do random in the first place is to throw in a little spice and cut down on cookie-cutter-character syndrome.
I'm working on an idea where a player has a choice between choosing from a set of random but equal arrays, or using point buy. I use my handy-dandy system of generating arrays that are random but equal, or allow the players to do so. Then they look over the arrays, and each player either picks one (more than one player can use the same array) or skips it and goes with point buy.
Here's how it works.
1) Decide on the number of points available for point buy (it doesn't have to stay with the default 27).
2) Decide if you are going to allow stats to be raised/lowered beyond the default range, and what the costs are. Personally, I would probably alow a 16 at the cost of 3 additional points, and below 8, but you only get back 1 point for each point below 8.
3) Determine the absolute value of the stats created by the most even distribution of the point buy. For instance, the 27 point buy method gives you three 12s and three 13s. 12+12+12+13+13+13 = 75 absolute stat value.
4) Use whatever handy-dandy method you prefer to generate the arrays, making sure that the absolute stat value of each array is a predetermined value which is slightly less than the absolute stat value from step 3.
5) Reroll arrays that don't include at least one stat above or below the values attainable in your chosen point buy system.
Here are the results of the player's choices.
Point Buy: If you divide points fairly evenly (great for a multiple attribute dependent character) you can end up with the highest absolute stat value. Alternatively, you can customize your stats precisely, but you soon drop your absolute stat value below the other options. In exchange for that flexibility your stats have upper and lower limits, and higher stats cost more of your points.
Random Array: You can end up with values--both low and high--you could not attain with point buy. Higher values come at bargain prices. For instance, an 18 is no more expensive than two 13s. You have the opportunity to consider interesting options you may not have. You can either go with extreme stats, or take stats that are similar to what you would have bought, but with a bit of variance you couldn't precisely buy--adding some randomness. In exchange for those opportunities your absolute stat value cannot reach as high as it could with point buy, but your point buy value is often higher.
The benefit over just making the player choose whether to roll or go with point buy before rolling, is that the player is guaranteed to neither suffer from rolling nor win a jackpot from it. Rather, they are given options they wouldn't otherwise have that are random but equally balanced with every other character in the party.
I'm working on an idea where a player has a choice between choosing from a set of random but equal arrays, or using point buy. I use my handy-dandy system of generating arrays that are random but equal, or allow the players to do so. Then they look over the arrays, and each player either picks one (more than one player can use the same array) or skips it and goes with point buy.
Here's how it works.
1) Decide on the number of points available for point buy (it doesn't have to stay with the default 27).
2) Decide if you are going to allow stats to be raised/lowered beyond the default range, and what the costs are. Personally, I would probably alow a 16 at the cost of 3 additional points, and below 8, but you only get back 1 point for each point below 8.
3) Determine the absolute value of the stats created by the most even distribution of the point buy. For instance, the 27 point buy method gives you three 12s and three 13s. 12+12+12+13+13+13 = 75 absolute stat value.
4) Use whatever handy-dandy method you prefer to generate the arrays, making sure that the absolute stat value of each array is a predetermined value which is slightly less than the absolute stat value from step 3.
5) Reroll arrays that don't include at least one stat above or below the values attainable in your chosen point buy system.
Here are the results of the player's choices.
Point Buy: If you divide points fairly evenly (great for a multiple attribute dependent character) you can end up with the highest absolute stat value. Alternatively, you can customize your stats precisely, but you soon drop your absolute stat value below the other options. In exchange for that flexibility your stats have upper and lower limits, and higher stats cost more of your points.
Random Array: You can end up with values--both low and high--you could not attain with point buy. Higher values come at bargain prices. For instance, an 18 is no more expensive than two 13s. You have the opportunity to consider interesting options you may not have. You can either go with extreme stats, or take stats that are similar to what you would have bought, but with a bit of variance you couldn't precisely buy--adding some randomness. In exchange for those opportunities your absolute stat value cannot reach as high as it could with point buy, but your point buy value is often higher.
The benefit over just making the player choose whether to roll or go with point buy before rolling, is that the player is guaranteed to neither suffer from rolling nor win a jackpot from it. Rather, they are given options they wouldn't otherwise have that are random but equally balanced with every other character in the party.