Psychic Warrior said:
Make you stat bonuses come out to a certain, pre-assigned number. By that I mean your stats can be anything you want (up to a maximum of 18 and minimum of 3) but the bonus, when added together, add up to a certain number (about 4 or 5 might be a good number). Half of your stats are designated odd and half even as well. I hope that makes sense.
I've played that one, and I like it (with varying amounts of odd stats allowed). I call it the "mod buy" method. The way I compare this to the "standard" point buy method is I figure out that the maximum bonus points of a certian point buy would be, and I call it roughly equal. So a 28 point buy would be roughly equal to a +8 mod buy (of course, how many odd scores you allow adjusts the point buy equivalency).
+4 mod buy would be about a 24 point buy ... three odd points makes it almost a 27 point buy, but not completely, since you're enforcing the odd scores there... they're not quite equal to fully adjustable points, I'd call it a 25 point buy for the loss of flexibility). I'd say a 5 mod buy with three odds would be roughly equal to a 28 point buy.
Another way I like is the "simple point buy". You buy stats up at a one for one basis no matter how high you buy it (with the standard 18 pre-racial adjustment limit). This is easier to compare to a point buy method, because it allows more flexibility in how you might or might not spend to buy up stats to an odd number.
Whenever I use either of these methods I usually start the characters off with a minimum score of 10 pre-racial modifier. I consider it a partial payment for the added flexibility... You can buy your scores up higher than with the "standard" (or as I call it, "hero's are punished") point buy method, but you have a higher minimum as well.
The mod buy used to be my favorite, but I've switched my favorite to the "simple" point buy method. In part because of it's added flexibility, and also in part because it is indeed much simpler. There's no table people have to refer to or memorize to see how much their points are 'worth' at a certain stat... and there's no messy explaining how modifier points relate to ability points (yes, I've occasionally had that problem).
Another method I don't use but I've seen and enjoyed... 4d6 drop the lowest six times... and roll up as many characters as you want. This, of course, has to be done in front of everyone, and you have to make
each rolled character into a full PC playable character. You get to choose one as a PC< the rest go to the GM. The order the characters are rolled in is noted, as is how many characters are rolled total. The PC's are each assigned a "luck" score, which is based off how many characters the player rolled before deciding to stop. Low numbers, of course, being better.