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Remember the "3d6 For Stats In Order" Thread? I'm doing it!
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<blockquote data-quote="clearstream" data-source="post: 7812412" data-attributes="member: 71699"><p>That's determined by the card mix. Some features of my mix are</p><ul> <li data-xf-list-type="ul">ability scores range 6-15</li> <li data-xf-list-type="ul">only one 15 is possible, and only one 6</li> <li data-xf-list-type="ul">only two 14s are possible, and only two 7s</li> <li data-xf-list-type="ul">the sum of scores is always 63 matching (but not the same as) the 10.5 average on 3d6</li> <li data-xf-list-type="ul">every score and combination within the range and summing to 63 is possible</li> </ul><p>It would be easy to tailor the mix to suit what you want. Another approach I thought of this morning was to have 54 cards, each naming one ability (so 9 "strength" cards, 9 "dexterity" etc). Set each initial ability at a score of 6, and then shuffle and draw (without replacement) 27 cards. Each card drawn for an ability increases it by 1.</p><p></p><p>Some features of that system</p><ul> <li data-xf-list-type="ul">the maximum is 15 and the minimum is 6</li> <li data-xf-list-type="ul">three 15s are possible, but then the other scores will be 6</li> <li data-xf-list-type="ul">the average draw should increase each ability by 4.5 i.e. they become 10.5</li> <li data-xf-list-type="ul">every score and combination within the range and summing to 63 is possible (and more possible than in my current mix)</li> </ul><p>One could make the baseline 8 and use a deck of 42 cards, 7 for each ability, and drawing 21 of them. That would look a lot like points-buy. That pushes scores on average higher, to 11.5. One nice thing about this approach is that it is easier to understand the probabilities. A possible downside is it requires more cards.</p><p></p><p>The motive for using cards without replacement is similar to that of points-buy - a high score in one place entails a low score in another, or a character might have all scores at whatever is average for the system. (Cards with replacement are essentially custom dice, it is <em>without replacement </em>that matters.) Unlike points-buy, it takes players down unexpected paths, not wholly of their own choosing <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="clearstream, post: 7812412, member: 71699"] That's determined by the card mix. Some features of my mix are [LIST] [*]ability scores range 6-15 [*]only one 15 is possible, and only one 6 [*]only two 14s are possible, and only two 7s [*]the sum of scores is always 63 matching (but not the same as) the 10.5 average on 3d6 [*]every score and combination within the range and summing to 63 is possible [/LIST] It would be easy to tailor the mix to suit what you want. Another approach I thought of this morning was to have 54 cards, each naming one ability (so 9 "strength" cards, 9 "dexterity" etc). Set each initial ability at a score of 6, and then shuffle and draw (without replacement) 27 cards. Each card drawn for an ability increases it by 1. Some features of that system [LIST] [*]the maximum is 15 and the minimum is 6 [*]three 15s are possible, but then the other scores will be 6 [*]the average draw should increase each ability by 4.5 i.e. they become 10.5 [*]every score and combination within the range and summing to 63 is possible (and more possible than in my current mix) [/LIST] One could make the baseline 8 and use a deck of 42 cards, 7 for each ability, and drawing 21 of them. That would look a lot like points-buy. That pushes scores on average higher, to 11.5. One nice thing about this approach is that it is easier to understand the probabilities. A possible downside is it requires more cards. The motive for using cards without replacement is similar to that of points-buy - a high score in one place entails a low score in another, or a character might have all scores at whatever is average for the system. (Cards with replacement are essentially custom dice, it is [I]without replacement [/I]that matters.) Unlike points-buy, it takes players down unexpected paths, not wholly of their own choosing :) [/QUOTE]
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