Stat Generation - your wierd and wacky ways

I've had my players use two separate methods. The original was to get their stats to 'heroic' levels but short of 'Super-Heroic' - roll 4d6, drop the lowest, reroll 1s. This generates characters with scores of around 12 - 15, and popping an 18 became more common. However, because of the nature of the campaigns I'm running now, they roll 4d6, drop the lowest. If they don't like the results, they're granted a 32 PB. So they can either opt to pick out their own stats, or take their chances, decide it was junk, and buy them anyway.
 

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I liked the alt. Stat Rolling System in the DMG. Roll 4d6, drop the lowest one - in order (1st roll for str, second for dex, etc). Then you can re-roll any one dice (say you wanna be a fighter but rolled a 9 for str, you'd re-roll that and get a 16) and switch any two (the same fighter got 16 Int and 11 Con, you'd switch those). This way, you'll always be able to beef up you highest stat, but your character will definitively have some interesting stats ;).

One i used for my campaign was roll 3d10, drop the lowest one, and in order per the method above. My campign was low-magic (low magic items and such) and low(er)-tech (about 1050 against the pre-sumed 1500's that D&D is approx. in). That was fun, esp the half-orc mercenary (read: fighter) with the 22 Str :P. [this was an idea {the 3d10} i adapted from Dark Sun].

I liked the above 'Deck of Cards' Methods, they seem like fun ::cool:: but i'd rather use dice.

cheers
 

Lately i've been going with:

Each player goes around the table rollling 4d6 rerolling 1's, dropping lowest... till 6 stats are rolled... all players then base their characters off the same set of stats (keeps everyone on the same power level and lets everyone thow some luck into the bucket)

or

I pick stats: 18, 16, 14, 12, 10, 8 (high) (for a serious epic campaign)
18, 12, 12, 10, 8, 8 (med)
16, 14, 12, 10, 8, 6 (low)
 

Don't think this one's been mentioned yet - a variant of the standard array:

DM writes up N sets of acceptable stat combinations
Players roll a dN to pick one of these.

Various reroll methods can be added to this (e.g. best of 2 sets, or 3 rolls allowed but you have to stick with your last one), since all the stat sets explicitly conform to what the DM considers acceptable anyway. For more variety among players, you can even restrict rerolls to only those sets that haven't been taken by one of the other players.


Or for a different twist: Auction off the sets! Each player gets a certain amount of XP, which they can use to bid on their favorite set of stats. Any remaining XP gets applied to their character.

This variant doesn't even require the sets to be balanced with each other, because the players themselves will weigh how much XP a specific set is worth to them.
 

The system I currenly favor is standard array 15, 14, 13, 12, 10, 8. After placing the scores, you roll 6d6 and get a +1 to Strength for each 1, +1 to Con for each 2, etc. If you roll more than three of the same number, you can reroll all the dice if you want. No stat can be over 18 (extra points are lost).

I often allow a free reroll as well, but you have to take the new roll (unless it has more than three of the same number).

For those that want more customization, I allow players to start with a 24 point buy instead of the standard array.
 

I play in one high powered campaign (started under AD&D), which uses the following:

Roll 4d6 in order, rerolling ones. Roll three sets and pick one. If none of the three sets fit your concept once you may toss the sets and reroll them.

Did I mention high powered? 4d6 drop the lowest, and up to six sets. At least it's set order.

Cheers,
Blue
 


Generation of Ability Scores

These are the rules from AD&D's DMG. They give a few interesting varities. My house rules and commentary are in italics.

Generation of ability scores will use any of the methods in the DMG. If your chosen method does not result in any character ability arrays with at least two scores of 15 or greater, you may regenerate scores using any of the four methods. Once you get two 15s or better, you're done. (Note for 3.5: In 1E, Gary Gygax stated that adventurers without at least two 15s would be very handicapped. 15 was the score needed to get a bonus in most stats. For 3.5 I would revise the number down to 12 or 14.)

Method I

All scores are arranged in the order the player desires. 4d6 are rolled and the lowest die is discarded.

This method gives lower stats but allows you to arrange to taste.

Method II

All scores are arranged as in Method I. 3d6 are rolled 12 times and the highest 6 scores are retained.

This method gives average stats (very few low numbers) and some good stats. It allows you to arrange to taste.

Method III

Scores are rolled in order: STR, DEX, CON, INT, WIS, CHA. 3d6 are rolled six times for each ability, and the highest score in each category is retained for that category.

This method yields higher average scores but you lose flexibility in where they are placed.


Method IV

3d6 are rolled sufficient times to generate the 6 ability scores, in order, for 12 characters. The player then selects the single set of scores which he or she finds most desirable and these scores are used.

This method can generate a very good character or a lot of deluded peasants. Like method 3, you can have less choice in what classes make sense given your stat array.
 

I just thought I'd chime in with my opinion on this, because it's a strong one.

I really don't understand how it could be considered 'fun' to have stats you don't want for your char. Pointbuy already comes with checks and balances--and you can have weaknesses where you want them, instead of forced upon you. Random statgen tends to favour those who are simply lucky, or those who can whine and wheedle the GM the best. Those who favour random statgen seem to think that if the party has two fighter types, one of whom is clearly superior stat-wise to the other, the weaker character's player is considered 'immature' if he can't 'suck it up' and enjoy the character.

Bullcrap. Utter, complete claptrap.

This mindset seems to translate to "Keep the players down. Never let them play quite the character they want. Give the character a flaw the player hates. If the player doesn't like it, that's his problem. What a wuss." I don't know about you, but I wouldn't want to play under a GM like that. (And I have in my early years, before I learned to be picky. Many times... *shudder* : )

The fact is, it is perfectly natural to compare your char to others. And if the *only* reason why his char is better than yours is due to six rolls of the dice...you're going to have problems with that. And for something your character would have to live with for the rest of its existance! Sure, if you're mature, you can rise above all that--but why should you have to?

One of the biggest claims in support of dicerolling stats is that pointbuy and similar methods produce 'cookie-cutter' chars. Now, this was sort of true in previous editions of DND, where stats, gear, level, and HPs were pretty much the only things that differentiated Fighter A from Fighter B.

However, in 3.0 and 3.5e, this is no longer the case. Stats are a very minor aspect of a char. There are races, classes, skills, feats, prestige classes, chosen spells, etc etc. It would be *very hard* for two different players to create the exact same character. They would have to really work at it!

Random statgen is an insult to the player (you're not a good enough roleplayer to allow your character any weaknesses!) and it's mean-spirited (like an adult holding a candy just out of a toddler's reach. "Yes, these are the stats you *could* have--but The Dice Gods Say No!")

Random statgen will never, ever appear in a campaign I run. And the game would have to be otherwise VERY good for me to even consider accepting it as a player.
 

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