Rolling characters...what's your favorite method?

in my own game i have the folks rolling 4d6 six times, keeping the top three and placing them where they want. this is done twice. and the player keeps whichever set they like best.

this has worked out really well.
 

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Roll three sets of stats, 4d6 6 times for each.

Each character is subject to GM tweaking for good or ill afterwords. Better than 2 17s, 2 15s, and 2 13s will make the reduce the character stats.
 

4d6 drop lowest, seven times, drop lowest stat:
e.g.:
1)3+1+2+2 = 7
2)2+3+4+5 = 12
3)4+5+6+4 = 15
4)6+4+4+3 = 14
5)1+6+3+4 = 13
6)2+1+2+5 = 9
7)5+3+3+1 = 11
Final stats: 9, 11, 12, 13, 14, 15. The 7 is not used.

I then compare these stats to 30-point buy, and allow the player to adjust upwards accordingly.

For really high powered campaigns, do this:
Have each character decide the order to place their stats in. Roll stats in this order, with first roll having 8d6, keep highest three. Second roll is 7d6, keep highest 3. Repeat until the sixth roll, which is 3d6 keep whatever you get.

I use this for one-shot dungeon crawls.
 

AD&D: 4d6, drop the lowest die 7 times, drop the lowest stat. Repeat twice for 3 sets of stats, pick the best set, arrange as desired.

HM: 3d6, in order.
 
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Cedric: I actually have a character whose stat run like this: 18 17 17 16 16 16. Of course, he's what I call my "Oh $h!+!" character, because he oftent does things that basically make his opponents say (and do) just that. Example, very first encounter he had in the campaign, he was skewered through the armpit by a big harpoon. Instead of laying against it or falling unconsious (as a normal, mortal character would), he litterally walked along it until he was free, then decapitated the thing that had skewered him.
Now, back to on topic, you may or may not want to balance the party. If you're group's any good, everyone involved that anything that happens in game is in game only. If they don't feel this way, make them sign a contract saying just that, that in game issues stay in game, and RL issues stay in RL.
And another idea: the Stat Pool system. You need to determine how many people are going to show up, then roll up enough stats for everyone, using whatever method you want. Present the group with the numbers, and have them work together to build a party based on those stats. It should make a noncohesive group work together a lot better.
 

Roll 4d6, drop the lowest. Do this six times, assigning them how you want. If the total stat bonuses are less than +4, reroll the character.
 

It really depends on the kind of campaign I am running. I typically use either the 4d6 or point-buy methods, but for a low-powered game I once did the old-school 3d6 in order system. Also, once when I wanted characters with substantial highs, but also major flaws, I used this method (assign which stat gets which roll before rolling.)

2 4d6 drop lowest
2 3d6, drop lowest, +6
2 3d6, drop highest, +1
 

Unweighted Point Buy (28 points).

Set all stats to 8, add racial modifiers, let the player add on points up to 18+Racial Mod.

-- Nifft
 

I prefer the default method in the PHB and the Organic Character variant in the DMG. Point Buy rubs me the wrong, and I can't for the life of me explain why.
 

4d6 drop lowest six times. (Discard if total ability bonus is less than +1 or there is no score higher than 13.)

Do this twice, and take whichever set you like.
Or (the big gamble), toss both sets forever and roll once more--and keep those, no matter what.

(Arrange as desired.)
 

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