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*Pathfinder & Starfinder
Stat Generation - your wierd and wacky ways
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<blockquote data-quote="nittanytbone" data-source="post: 2693847" data-attributes="member: 35709"><p>Generation of Ability Scores</p><p></p><p>These are the rules from AD&D's DMG. They give a few interesting varities. My house rules and commentary are in italics.</p><p></p><p><em>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.)</em></p><p></p><p>Method I</p><p></p><p>All scores are arranged in the order the player desires. 4d6 are rolled and the lowest die is discarded.</p><p></p><p><em>This method gives lower stats but allows you to arrange to taste.</em></p><p></p><p>Method II</p><p></p><p>All scores are arranged as in Method I. 3d6 are rolled 12 times and the highest 6 scores are retained.</p><p></p><p><em>This method gives average stats (very few low numbers) and some good stats. It allows you to arrange to taste.</em></p><p></p><p>Method III</p><p></p><p>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.</p><p><em></em></p><p><em>This method yields higher average scores but you lose flexibility in where they are placed.</em></p><p></p><p>Method IV</p><p></p><p>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.</p><p></p><p><em>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.</em></p></blockquote><p></p>
[QUOTE="nittanytbone, post: 2693847, member: 35709"] 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. [I]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.)[/I] Method I All scores are arranged in the order the player desires. 4d6 are rolled and the lowest die is discarded. [I]This method gives lower stats but allows you to arrange to taste.[/I] Method II All scores are arranged as in Method I. 3d6 are rolled 12 times and the highest 6 scores are retained. [I]This method gives average stats (very few low numbers) and some good stats. It allows you to arrange to taste.[/I] 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. [I] This method yields higher average scores but you lose flexibility in where they are placed.[/I] 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. [I]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] [/QUOTE]
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