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<blockquote data-quote="Leif" data-source="post: 5950915" data-attributes="member: 48762"><p><strong>The 1E DMG specifically says:</strong> "While it is possible to generate some fairly playable characters by rolling 3d6, there is often an extended period of attempts at finding a suitable one due to quirks of the dice. Furthermore, these rather marginal characters tend to have a short life-expectancy - which tends to discourage new players, as does having to make do with some character of a race and/or class which he or she really can't or won't identify with. Character generation, then, is a serious matter, and it is recommended that the following systems be used. Folur alternatives are offered for player characters: </p><p></p><p>[I have paraphrased the methods for brevity and clarity but retained the intent]</p><p></p><p>1. Scores are recorded and arranged as the player desires using 4d6 and dropping the lowest die.</p><p></p><p>2. Scores recorded and arranged as player desires. 3d6 are rolled 12 times and the highest 6 scores retained.</p><p></p><p>3. Scores are rolled for each ability in order. 3d6 are rolled 6 times for each ability, and the highest score in each set of six is retained.</p><p></p><p>4. 3d6 are rolled to generate the six abilities in order for 12 characters. The player then selects one of the twelve characters generated.</p><p></p><p>This is at the top of the second column of page 11 of the 1E DMG. I wish that I had bothered to find it back in the day when 1E AD&D was all we had!</p><p></p><p><strong>The 2E DMG lists SEVEN methods of character generation:</strong></p><p></p><p>1. 3d6 in order "Very high scores are rare, so classes that require high scores (paladin, ranger, illusionist, druid, bard) are correspondingly rare...The majority of player characters will be fighters, clerics, mages, and thieves. Characters with exceptional ability scores will tend to stand out from their comrades."</p><p></p><p>2. 3d6 twice, keep desired score. [This one doesn't actually mention rolling in order in the method itself, but it is stated in the descriptive text.]</p><p></p><p>3. 3d6, arrange to taste</p><p></p><p>4. 3d6 twice for each ability, arranged to taste.</p><p></p><p>5. 4d6 six times, drop lowest, arrange as desired.</p><p></p><p>6. POINTS PLUS DICE -- <strong>This method is actually described in the 2E PH:</strong> Each ability starts at 8. Seven dice are rolled and added to the six abilities as desired. All points shown on each of the seven dice must be added to the same ability score, and no score may start with a value above 18. "If you cannot make an 18 by exact count on the dice, you cannot have an 18 [for that] score."</p><p></p><p>I learned something by going back and reading this stuff just now! I had mistakenly thought that Gary G. intended to impose draconian dice-rolling methods, but many of the methods he, himself, suggested in both 1E AD&D and 2E AD&D are more generous and 'player-centric' than the methods we always used.</p></blockquote><p></p>
[QUOTE="Leif, post: 5950915, member: 48762"] [b]The 1E DMG specifically says:[/b] "While it is possible to generate some fairly playable characters by rolling 3d6, there is often an extended period of attempts at finding a suitable one due to quirks of the dice. Furthermore, these rather marginal characters tend to have a short life-expectancy - which tends to discourage new players, as does having to make do with some character of a race and/or class which he or she really can't or won't identify with. Character generation, then, is a serious matter, and it is recommended that the following systems be used. Folur alternatives are offered for player characters: [I have paraphrased the methods for brevity and clarity but retained the intent] 1. Scores are recorded and arranged as the player desires using 4d6 and dropping the lowest die. 2. Scores recorded and arranged as player desires. 3d6 are rolled 12 times and the highest 6 scores retained. 3. Scores are rolled for each ability in order. 3d6 are rolled 6 times for each ability, and the highest score in each set of six is retained. 4. 3d6 are rolled to generate the six abilities in order for 12 characters. The player then selects one of the twelve characters generated. This is at the top of the second column of page 11 of the 1E DMG. I wish that I had bothered to find it back in the day when 1E AD&D was all we had! [b]The 2E DMG lists SEVEN methods of character generation:[/b] 1. 3d6 in order "Very high scores are rare, so classes that require high scores (paladin, ranger, illusionist, druid, bard) are correspondingly rare...The majority of player characters will be fighters, clerics, mages, and thieves. Characters with exceptional ability scores will tend to stand out from their comrades." 2. 3d6 twice, keep desired score. [This one doesn't actually mention rolling in order in the method itself, but it is stated in the descriptive text.] 3. 3d6, arrange to taste 4. 3d6 twice for each ability, arranged to taste. 5. 4d6 six times, drop lowest, arrange as desired. 6. POINTS PLUS DICE -- [b]This method is actually described in the 2E PH:[/b] Each ability starts at 8. Seven dice are rolled and added to the six abilities as desired. All points shown on each of the seven dice must be added to the same ability score, and no score may start with a value above 18. "If you cannot make an 18 by exact count on the dice, you cannot have an 18 [for that] score." I learned something by going back and reading this stuff just now! I had mistakenly thought that Gary G. intended to impose draconian dice-rolling methods, but many of the methods he, himself, suggested in both 1E AD&D and 2E AD&D are more generous and 'player-centric' than the methods we always used. [/QUOTE]
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