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Random, balanced, fail proof 5E stat generation system
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<blockquote data-quote="pming" data-source="post: 6863226" data-attributes="member: 45197"><p>Hiya!</p><p></p><p>You could always try "Paul L. Ming's Patented Wheel-of-Pain Stat Generation Method!" <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>This method is "group based". That is, everyone should really be at the table when this is done, like at the start of a new campaign. The basic premise is this: Starting at either the left or right side of the DM, the player picks up 3d6 and rolls. This coninues around the table. Now, what the DM does is grab a sheet of paper and draw a circle with 6 'spokes' (think of a ships steering wheel, or a clock; a line up/down, left/right, and two between each..giving 5 spokes on each side, plus the one up and the one down). Now, the Top 'spoke point' is 10+, the bottom 'spoke point' is 9-, and the left 'side' of the wheel is "high", the right 'side' is "low". As each player rolls his/her 3d6, the result is placed at the next 'over' point. This continues until all 'spoke points' are filled. If you run out of high/or low points, the remaining rolls of the players can only be what remains (ignore higher/lower rolls).</p><p></p><p>It sounds way more complicated than it is...hehe... you basically roll a "high and low" pair for every spoke. The players then, as a group, choose which 'pairs' they want to use. EVERY character has these base stats. The DM should make note of the chosen stats in his campaign notes so that if/when a PC dies, another can be made with the same stat choices available.</p><p></p><p>Ex: If Josh rolls first and gets a 14, it goes on the top. Next, Curtis rolls a 6, it goes at the bottom. Zoltan then rolls and gets a 9, it goes to the right of the 14. Cheryl rolls a 9, it goes next to Zoltans roll of 9. Tracey rolls a 17, so it goes to the left of the 14. This continues until all the 'spoke points' are filled up. Then the players choose 'pairs'; so if they decide they want the first 14, they also have to take the 6 that Curtis rolled (14 was the 'top' and 6 was it's opposite). Make sense?</p><p></p><p>Anyway, this has proven to be popular because some hot dice could see characters like the group currently has: 16, 14, 14, 12, 10, 8. Then again, it could go the other way (like last game, where I think the low three were 8, 8, 6, and the highest was 14...can't remember the other two stats). Another benefit...nobody feels like their character is "weaker" than any other, and they all feel like more of a "group" in stead of individual players all sitting around the same table.</p><p></p><p>If it's confusing, I can try and write up some visuals or maybe do a video or something.</p><p></p><p>^_^</p><p></p><p>Paul L. Ming</p></blockquote><p></p>
[QUOTE="pming, post: 6863226, member: 45197"] Hiya! You could always try "Paul L. Ming's Patented Wheel-of-Pain Stat Generation Method!" ;) This method is "group based". That is, everyone should really be at the table when this is done, like at the start of a new campaign. The basic premise is this: Starting at either the left or right side of the DM, the player picks up 3d6 and rolls. This coninues around the table. Now, what the DM does is grab a sheet of paper and draw a circle with 6 'spokes' (think of a ships steering wheel, or a clock; a line up/down, left/right, and two between each..giving 5 spokes on each side, plus the one up and the one down). Now, the Top 'spoke point' is 10+, the bottom 'spoke point' is 9-, and the left 'side' of the wheel is "high", the right 'side' is "low". As each player rolls his/her 3d6, the result is placed at the next 'over' point. This continues until all 'spoke points' are filled. If you run out of high/or low points, the remaining rolls of the players can only be what remains (ignore higher/lower rolls). It sounds way more complicated than it is...hehe... you basically roll a "high and low" pair for every spoke. The players then, as a group, choose which 'pairs' they want to use. EVERY character has these base stats. The DM should make note of the chosen stats in his campaign notes so that if/when a PC dies, another can be made with the same stat choices available. Ex: If Josh rolls first and gets a 14, it goes on the top. Next, Curtis rolls a 6, it goes at the bottom. Zoltan then rolls and gets a 9, it goes to the right of the 14. Cheryl rolls a 9, it goes next to Zoltans roll of 9. Tracey rolls a 17, so it goes to the left of the 14. This continues until all the 'spoke points' are filled up. Then the players choose 'pairs'; so if they decide they want the first 14, they also have to take the 6 that Curtis rolled (14 was the 'top' and 6 was it's opposite). Make sense? Anyway, this has proven to be popular because some hot dice could see characters like the group currently has: 16, 14, 14, 12, 10, 8. Then again, it could go the other way (like last game, where I think the low three were 8, 8, 6, and the highest was 14...can't remember the other two stats). Another benefit...nobody feels like their character is "weaker" than any other, and they all feel like more of a "group" in stead of individual players all sitting around the same table. If it's confusing, I can try and write up some visuals or maybe do a video or something. ^_^ Paul L. Ming [/QUOTE]
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