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*Pathfinder & Starfinder
Stat Generation - your wierd and wacky ways
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<blockquote data-quote="Edgar Ironpelt" data-source="post: 2751262" data-attributes="member: 32075"><p>I like the *concept* of point buy, and it's the right system for Hero, GURPS, etc. I also see the problem of random rolls blessing or hosing the player due to the whim of the Dice Gods. </p><p></p><p>OTOH, I see randomness in character generation as an important D&D tradition, and I dislike the way the official point buy rules charge a steep premium on high ability scores (e.g. an 18 and a 10 have a much higher point cost than two 14s)</p><p></p><p>So the system I've come up with for my campaign involves elements of both: </p><p></p><p>Roll 3d6 and record the results in order. These are the *minimums* (before racial adjustments) for your ability scores. </p><p></p><p>Increase any or all of these scores as desired up to 18, until the total of the six ability scores reaches 79. (This gives an average score of 13-1/6th in each ability.) </p><p></p><p>Apply racial adjustments. </p><p></p><p>Special cases: </p><p></p><p>If the *five highest* of the six ability scores rolled add up to 65 or more, then you may choose to roll a new set of minimum scores. If the six scores rolled add up to more than 79, you may either roll another set or else *reduce* the scores rolled until the total reaches 79. </p><p></p><p>Notes: </p><p></p><p>The total ability modifier with this method ranges from +7 to +9, depending on how many odd scores the player takes. </p><p></p><p>The 3d6 "floor" limits the ability of the player to have a "dump" stat, and the randomness adds what I think is a nice "traditional" feel to the characters. Of course that same randomness necessarily prevents the player from always being able to have the exact character he wants. </p><p></p><p>The choice element OTOH keeps the player from being completely hosed. He can always take one high ability score, and can ususally take two. He can also avoid being saddled with a low score that he really dislikes. </p><p></p><p>It is a tradeoff between random and chosen scores, but IMHO it's a good one.</p></blockquote><p></p>
[QUOTE="Edgar Ironpelt, post: 2751262, member: 32075"] I like the *concept* of point buy, and it's the right system for Hero, GURPS, etc. I also see the problem of random rolls blessing or hosing the player due to the whim of the Dice Gods. OTOH, I see randomness in character generation as an important D&D tradition, and I dislike the way the official point buy rules charge a steep premium on high ability scores (e.g. an 18 and a 10 have a much higher point cost than two 14s) So the system I've come up with for my campaign involves elements of both: Roll 3d6 and record the results in order. These are the *minimums* (before racial adjustments) for your ability scores. Increase any or all of these scores as desired up to 18, until the total of the six ability scores reaches 79. (This gives an average score of 13-1/6th in each ability.) Apply racial adjustments. Special cases: If the *five highest* of the six ability scores rolled add up to 65 or more, then you may choose to roll a new set of minimum scores. If the six scores rolled add up to more than 79, you may either roll another set or else *reduce* the scores rolled until the total reaches 79. Notes: The total ability modifier with this method ranges from +7 to +9, depending on how many odd scores the player takes. The 3d6 "floor" limits the ability of the player to have a "dump" stat, and the randomness adds what I think is a nice "traditional" feel to the characters. Of course that same randomness necessarily prevents the player from always being able to have the exact character he wants. The choice element OTOH keeps the player from being completely hosed. He can always take one high ability score, and can ususally take two. He can also avoid being saddled with a low score that he really dislikes. It is a tradeoff between random and chosen scores, but IMHO it's a good one. [/QUOTE]
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