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<blockquote data-quote="Mustrum_Ridcully" data-source="post: 4444484" data-attributes="member: 710"><p>There must be some formulas to express these dice rolls.</p><p></p><p>One thing I wonder is: What do you like about the random distribution in particular?</p><p></p><p>I have always considered introducing elements of randomness without necessarily "breaking" the game or balance.</p><p></p><p>Maybe define 3 stat sets and roll 1d6:</p><p>1-2) 15, 14, 13, 12, 10, 8</p><p>3-4) 16, 14, 11, 12, 10, 8</p><p>4-5) 14, 14, 14, 11, 10, 9 (note: one bonus point compared to the rest)</p><p>5-6) 17, 14, 12, 10, 10, 6 (note: 6 is lower then point buy normally allows)</p><p>That's your starting set, you can distribute it as you see fit.</p><p></p><p>Now, roll 1d6 (1: Str, 2: Dex, 3:Con; 4:Int; 5:Wis; 6:Cha). Spend 3 points on that ability score (normal point buy method). If you can't buy a further advancement but have some points left, roll again to spend the remaining points (or just chose one ability). </p><p>Repeat this a second time, but reroll if you end up with a stat you have already have increased. </p><p></p><p>In addition, you may allow one reroll in the entire process. (Allow the decision to reroll something at the end)</p><p></p><p>You'd end up with ~31 point buy characters. The players still had a major choice in their ability score distribution by chosing their preferences, but the rolls might end up with some surprises (like a melee-type character that ends up spending his extra points on Charisma and Intelligence, originally his lowest statistics, or a wizard-type character that gets some boosts to strength or dex.)</p><p></p><p>At best, the 3 extra points on your favored ability score can only get you a net +1 bonus to it, which should still result in fairly effective characters, even if you end up with extra points in ability scores you didn't want. </p><p></p><p>---</p><p>Alternatively, you might use 3d6 roll in order (or 4d6 drop lowest) to define priorities. Arrange the stats according to these priorities. You can only spend any points on a ability if you have spend at least 3 points on the next higher stat, and the rest is 25 point buy.</p><p>So, a character with 3d6 results like Str 3, Dex 9, Con 12, Int5, Wis 16, Cha 15 that shall become a fighter would need to have at least an 11 in all attributes other then Strength. Even with 25 point buy, you are guaranteed to have 10 points remaining to spend on your favored ability score (so this fighter could reach a Strength of 16, though more likely end up with Strength 15 and Con and Dex of 12. You are not promised to get a super-optimized character, but you will get one that might take you to unexpected places.</p></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 4444484, member: 710"] There must be some formulas to express these dice rolls. One thing I wonder is: What do you like about the random distribution in particular? I have always considered introducing elements of randomness without necessarily "breaking" the game or balance. Maybe define 3 stat sets and roll 1d6: 1-2) 15, 14, 13, 12, 10, 8 3-4) 16, 14, 11, 12, 10, 8 4-5) 14, 14, 14, 11, 10, 9 (note: one bonus point compared to the rest) 5-6) 17, 14, 12, 10, 10, 6 (note: 6 is lower then point buy normally allows) That's your starting set, you can distribute it as you see fit. Now, roll 1d6 (1: Str, 2: Dex, 3:Con; 4:Int; 5:Wis; 6:Cha). Spend 3 points on that ability score (normal point buy method). If you can't buy a further advancement but have some points left, roll again to spend the remaining points (or just chose one ability). Repeat this a second time, but reroll if you end up with a stat you have already have increased. In addition, you may allow one reroll in the entire process. (Allow the decision to reroll something at the end) You'd end up with ~31 point buy characters. The players still had a major choice in their ability score distribution by chosing their preferences, but the rolls might end up with some surprises (like a melee-type character that ends up spending his extra points on Charisma and Intelligence, originally his lowest statistics, or a wizard-type character that gets some boosts to strength or dex.) At best, the 3 extra points on your favored ability score can only get you a net +1 bonus to it, which should still result in fairly effective characters, even if you end up with extra points in ability scores you didn't want. --- Alternatively, you might use 3d6 roll in order (or 4d6 drop lowest) to define priorities. Arrange the stats according to these priorities. You can only spend any points on a ability if you have spend at least 3 points on the next higher stat, and the rest is 25 point buy. So, a character with 3d6 results like Str 3, Dex 9, Con 12, Int5, Wis 16, Cha 15 that shall become a fighter would need to have at least an 11 in all attributes other then Strength. Even with 25 point buy, you are guaranteed to have 10 points remaining to spend on your favored ability score (so this fighter could reach a Strength of 16, though more likely end up with Strength 15 and Con and Dex of 12. You are not promised to get a super-optimized character, but you will get one that might take you to unexpected places. [/QUOTE]
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