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<blockquote data-quote="EzekielRaiden" data-source="post: 9463026" data-attributes="member: 6790260"><p>Another approach along these lines I have considered: using "forge dice"--aka d{-1,-1,0,0,1,1}, abbreviated dF--drifting away from a central point.</p><p></p><p>As an example, 10+8dF gives a 2-18 spread centered on 10, with 18s being extremely rare. If you instead change it to 10+10dFk8 (keep highest 8), values above 15 and below 9 are rare but still happen (~1 in 15 individual rolls), and values above 16 and below 7 are extremely rare but still possible (~1 in 50 individual rolls).</p><p></p><p>But you can instead do 12+6dF, which sets a higher floor (lowest stat is 6), making the most common scores decent (11-13) but not particularly powerful. This setup would actually be not <em>too</em> far off from a rolled version of 5e's point buy setup, as 17/18 and 6/7 are very rare (less than 1% chance each, per individual roll).</p><p></p><p>Or, if you want a spread which more closely resembles what WotC-era players are typically looking for, 14+4dF produces a very tight spread (10-18) and makes most scores good, but not reliably so--this is probably one of the only rolling methods where I'd accept strict rolling, for example, because it's essentially impossible to get a bad character with this setup. Or if you want something sort of midway between, here, then 12+7dFk6 is actually pretty similar to 4d6k3, but both 18s and sub-10 scores are rarer. Essentially, it becomes more "bunched up" around the 11-13 range; you get characters that usually have a +1 or better to <em>most</em> modifiers, but not to <em>all</em> modifiers. (In fact, according to AnyDice, the average <em>lowest</em> score on six sets of 12+7dFk6 is only 7.4, meaning most characters actually do have at least one "bad" score!)</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 9463026, member: 6790260"] Another approach along these lines I have considered: using "forge dice"--aka d{-1,-1,0,0,1,1}, abbreviated dF--drifting away from a central point. As an example, 10+8dF gives a 2-18 spread centered on 10, with 18s being extremely rare. If you instead change it to 10+10dFk8 (keep highest 8), values above 15 and below 9 are rare but still happen (~1 in 15 individual rolls), and values above 16 and below 7 are extremely rare but still possible (~1 in 50 individual rolls). But you can instead do 12+6dF, which sets a higher floor (lowest stat is 6), making the most common scores decent (11-13) but not particularly powerful. This setup would actually be not [I]too[/I] far off from a rolled version of 5e's point buy setup, as 17/18 and 6/7 are very rare (less than 1% chance each, per individual roll). Or, if you want a spread which more closely resembles what WotC-era players are typically looking for, 14+4dF produces a very tight spread (10-18) and makes most scores good, but not reliably so--this is probably one of the only rolling methods where I'd accept strict rolling, for example, because it's essentially impossible to get a bad character with this setup. Or if you want something sort of midway between, here, then 12+7dFk6 is actually pretty similar to 4d6k3, but both 18s and sub-10 scores are rarer. Essentially, it becomes more "bunched up" around the 11-13 range; you get characters that usually have a +1 or better to [I]most[/I] modifiers, but not to [I]all[/I] modifiers. (In fact, according to AnyDice, the average [I]lowest[/I] score on six sets of 12+7dFk6 is only 7.4, meaning most characters actually do have at least one "bad" score!) [/QUOTE]
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