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Stat Generation - your wierd and wacky ways
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<blockquote data-quote="scottin" data-source="post: 2752319" data-attributes="member: 37577"><p>I have to admit, I am one of those DMs that like low scores, but I like High scores too. Mos of the systems end up with either all medicore numbers, or all high numbers. This isn't what I believe a Hero should be. Heros should be REALLY good at something, but not everything.</p><p></p><p>Psi, I REALLY liked this idea, so I started playing with it a little. The more I played with it, I realized that I wanted more randomness AND more player control. (I know, sounds contradictory). So this is what I came up with. I call it the Best of All Worlds.</p><p></p><p>1) 22 point buy, may asign 1-6 to any stat, must total 22</p><p>2) Roll 2d6, choose 1 (usually the best), assign in order (Str, Dex, Con, etc.)</p><p>3) Roll 2d6, choose 1 (usually the best), do this 6x, assign as desired.</p><p></p><p>I might consider the bonus points add-on, but I like what I am seeing when I use this. It seems to me that steps 2 & 3 OUGHT to add up to at least 22, but that could be an additional addition.</p><p></p><p>FYI, I ran this a number of times, recreating my favorite char ATM, a Rogue/Sorc. Priorities look like this:</p><p>1. Dex</p><p>2: Cha</p><p>3: No 8s</p><p>4: Int</p><p>5: Con</p><p>6: Str</p><p>7: Wis</p><p> I ran it 25 times, and got between 69 and 85 points, averaging 76.7, meaning that the bonus wasn't really all that necessary. I never got set of stats that didn't get a score of 10 or lower. Only 5x did I not get a score of less that 10. Only once I didn't get a 16 or higher. (Tho as a kind DM, I did reroll the 14 dex/12 Cha set) 4x I didn't get a 17 or 18. </p><p></p><p> I think that this may be the system I use from now on. I really like the range of number that I get, some high and some low on all runs. I can be tailored by the player to ensure no incredibly low scores, unless that is desired, and gives real possibilites of 18 (4x out of the 10 rolls). This seems to eliminate some of the bell curve problems also.</p><p></p><p>sgc</p></blockquote><p></p>
[QUOTE="scottin, post: 2752319, member: 37577"] I have to admit, I am one of those DMs that like low scores, but I like High scores too. Mos of the systems end up with either all medicore numbers, or all high numbers. This isn't what I believe a Hero should be. Heros should be REALLY good at something, but not everything. Psi, I REALLY liked this idea, so I started playing with it a little. The more I played with it, I realized that I wanted more randomness AND more player control. (I know, sounds contradictory). So this is what I came up with. I call it the Best of All Worlds. 1) 22 point buy, may asign 1-6 to any stat, must total 22 2) Roll 2d6, choose 1 (usually the best), assign in order (Str, Dex, Con, etc.) 3) Roll 2d6, choose 1 (usually the best), do this 6x, assign as desired. I might consider the bonus points add-on, but I like what I am seeing when I use this. It seems to me that steps 2 & 3 OUGHT to add up to at least 22, but that could be an additional addition. FYI, I ran this a number of times, recreating my favorite char ATM, a Rogue/Sorc. Priorities look like this: 1. Dex 2: Cha 3: No 8s 4: Int 5: Con 6: Str 7: Wis I ran it 25 times, and got between 69 and 85 points, averaging 76.7, meaning that the bonus wasn't really all that necessary. I never got set of stats that didn't get a score of 10 or lower. Only 5x did I not get a score of less that 10. Only once I didn't get a 16 or higher. (Tho as a kind DM, I did reroll the 14 dex/12 Cha set) 4x I didn't get a 17 or 18. I think that this may be the system I use from now on. I really like the range of number that I get, some high and some low on all runs. I can be tailored by the player to ensure no incredibly low scores, unless that is desired, and gives real possibilites of 18 (4x out of the 10 rolls). This seems to eliminate some of the bell curve problems also. sgc [/QUOTE]
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