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New ways to generate ability scores.
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<blockquote data-quote="Planeswalker Maloran" data-source="post: 3777822" data-attributes="member: 55061"><p>There's something I've been wanting to try, that's not so much an alternative stat-gen as alternative racial modifiers after the initial stat-gen. For any ability the race normally gets a +2 on top of, instead give +1d4. For any stat the race gets -2, instead take -1d4. If the race gets more than +2 or less than -2, divide by two and use that many d4's. In theory, this makes for races that diverge farther from the "human baseline", and adds a little more randomness.</p><p></p><p>These would be rolled <em>after</em> the players assigned their scores, so if an elf put an 18 in Dexterity he wouldn't know for sure he'd get a 20... he could get anywhere from 19 to 24. Likewise he couldn't say, "oh, a 10 Constitution is fine, I'll put a 12 there," because he would end up with anywhere from an 8 to an 11.</p><p></p><p>EDIT: After reading this (<a href="http://home.earthlink.net/~duanevp/dnd/stat_generation.htm" target="_blank">http://home.earthlink.net/~duanevp/dnd/stat_generation.htm</a>) and thinking about various methods mentioned in this thread, I have an idea... I call it the Organic Hubris method.</p><p></p><p>Players pick whatever ability scores they want, ranging from 2 - 14. Then they roll 6 d4's and add them, in the order they were rolled, to the 6 ability scores. Then add up the character's total ability modifier; this becomes the character's Hubris score. Record it somewhere on the sheet. Whenever something bad is about to happen to a random party member, each of them makes a Hubris check (1d20 + Hubris). Whoever rolls highest is the one it happens to. Whenever a player rolls a natural 1 on a d20, the player makes a Hubris check as above. On a 30 or higher (or whatever the DM decides is fair), the character fails critically, causing badness to happen as determined by the DM.</p></blockquote><p></p>
[QUOTE="Planeswalker Maloran, post: 3777822, member: 55061"] There's something I've been wanting to try, that's not so much an alternative stat-gen as alternative racial modifiers after the initial stat-gen. For any ability the race normally gets a +2 on top of, instead give +1d4. For any stat the race gets -2, instead take -1d4. If the race gets more than +2 or less than -2, divide by two and use that many d4's. In theory, this makes for races that diverge farther from the "human baseline", and adds a little more randomness. These would be rolled [i]after[/i] the players assigned their scores, so if an elf put an 18 in Dexterity he wouldn't know for sure he'd get a 20... he could get anywhere from 19 to 24. Likewise he couldn't say, "oh, a 10 Constitution is fine, I'll put a 12 there," because he would end up with anywhere from an 8 to an 11. EDIT: After reading this ([url]http://home.earthlink.net/~duanevp/dnd/stat_generation.htm[/url]) and thinking about various methods mentioned in this thread, I have an idea... I call it the Organic Hubris method. Players pick whatever ability scores they want, ranging from 2 - 14. Then they roll 6 d4's and add them, in the order they were rolled, to the 6 ability scores. Then add up the character's total ability modifier; this becomes the character's Hubris score. Record it somewhere on the sheet. Whenever something bad is about to happen to a random party member, each of them makes a Hubris check (1d20 + Hubris). Whoever rolls highest is the one it happens to. Whenever a player rolls a natural 1 on a d20, the player makes a Hubris check as above. On a 30 or higher (or whatever the DM decides is fair), the character fails critically, causing badness to happen as determined by the DM. [/QUOTE]
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