My character generation method

maggot

First Post
Here is a char gen method I'm thinking about for a new campaign. Any comments greatly appreciated.

Step 1: Assign the standard array (15,14,13,12,10,8) to your character's six attributes.
Step 2: Choose a race and adjust the stats for that race.
Step 3: Roll 6d6. For each one you roll, add +1 STR. For each two, add +1 DEX. For each three, add +1 CON. Etc. If you roll more than three of any one number, you must reroll those dice over three.
Step 4: Done.

It works out really well for NPCs, giving them strengths and weaknesses they otherwise wouldn't have with a pure point buy.

The characters are usually worth more than a 32 point buy but aren't as effective as a 32-point character. They might be more like 30 point chars.

Variations: You could have step 1 read "create a 25 point character" and then have step 3 read "reroll any dice that would send a stat over 18". This gives more flexibility in character design.

Another variation is to allow two rolls of 6d6 and allow the player to choose his favorite. This makes it easier on high-stat dependent characters like monks and paladins.
 

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Interesting.

Especially that with the 25 point-buy, and roll 2*6d6 choose "best", actually is advantageous to the player that doesn't max out a stat. Because of the greatly increased cost in point buy to raise those last few points.

Almost encourages a character to purchase 5 13's (dump stat Cha, of course). Given a choice of which 6d6 set, you should be able to guarantee getting at least a 14 in any desired stat.

So for example while building a fighter:

Str 14
Dex 13
Con 14
Int 14
Wis 10
Cha 8

This allows you to take whatever feats you desire, and yet still have a good chance of getting a good Str or Con increase.

A Mage might choose

Str 8
Dex 10
Con 14
Int 17
Wis 10
Cha 10

and gamble on getting at least one 4.


I actually like the system, because it still creates a level playing field: All players are aware that they will be gaining further to stats. It is probably important to not allow players to reverse engineer their stats after the die rolls though...
 

I think it probably works well in its simplicity. Simple = good. How has it worked in practice? Especially since people don't necessarily get what they want in their stats as the randomness is applied. I know my players would bitch, but then bitching is half the fun.
 

Maggot:

Very cool!! I like this method quite a bit, consider it stolen. I am preparing a new game as well, and am making new races that include odd stat adjustments. I was going to use 3d6 in order stats, race determined prior to roll, but this method is much better. Thank you and kudos, dude!

:D :D :D
 

Yoink!

Very neat.

I am not a big fan of die rolling (as a DM) but I know the players loves them dice!

Also, all characters made by this method are statistically equal. A BIG perk.


Wulf
 

The problem with the concept that all characters must be statistically equal is that not all classes are equally demand in statistics. Some classes, such as the Paladin, have very high statistic demands. Other classes, such as a Wizard, have a strong demand in only one statistic.

Therefore, the best solution I've come up with is to roll them bones, in whatever method works out well, and then have the players hold a trading session to trade off those dice. Any form of coercion or bribery is permitted during the trading session, and as such, by the end of the session, you have a group where everyone has a balanced character: The stats aren't necessarily equal, but this is fine: Not all characters have equally demanding stats, and if a player rolls badly, and another player rolls well, he can always bribe the other player for some points.
 

AeroDm said:
I think it probably works well in its simplicity. Simple = good. How has it worked in practice? Especially since people don't necessarily get what they want in their stats as the randomness is applied. I know my players would bitch, but then bitching is half the fun.

In practice I've only used it for NPCs, but I have been using it for over a year now with great results. There is no player bitterness because the player characters were all created with straight point buy. I'm starting a new campaign, and player bitterness is a concern.

I dislike straight point buy as too much of a min/max exercise. I dislike pure random methods because of the imbalance between characters.

BTW, for all the NPCs I've generated over the last year or so, I always use the standard array plus 6d6. I thought up the 25-point buy plus 6d6 as a variation, but haven't used it. This variation would allow you to absolutely start with an 18 if it is that important to you.

Also, for NPCs, I usually allow one reroll, but I always keep the rerolled numbers. This makes it quick, and keeps me from rolling more than once in most cases. A monk that rolls all int and cha increases is the reason I allowed for a reroll, but in general most characters don't need it.
 

Wulf Ratbane said:
Yoink!

Very neat.

I am not a big fan of die rolling (as a DM) but I know the players loves them dice!

Also, all characters made by this method are statistically equal. A BIG perk.


Wulf

Very flattered. I love your stuff. Glad to give something back.
 

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