Statistic Generation Methods

>>I have considered using fixed stats (for example 18, 14, 12, 10, 10, 8 players just choose which stats) for beginner players.<<

I use 8-18 even numbers. You are guarenteed some good scores plus an achilles heel. Some players don't know how to use it though, my elven paladin put the 8 in Int and the 10 in Con, he has the lowest HP in the party.
 

log in or register to remove this ad

For me (& our current campaign): 25-point buy.

It's plenty heroic, especially when most of the monsters and NPCs have average stats (ie, 10/11 plus mods), and only "big time" NPCs have 25-point stats too.

For the DM, it makes life easy -- you can run things right out of the book, and know that CRs will be as close as the game is designed (since D&D is designed an playtested using 25-point iconics).

For the players -- hey, actions make heroes, not stats!
 

The 3d4H Method

18 Young pigs
6 Cans of Crisco (tm) or equivalent lard or lard-like product
5 Gallons extra virgin olive oil
1 Can of spray paint
number stencils

Using paint and stencils, paint 3 pigs with each of the numbers 1 to 6.
Grease pigs liberally with crisco, then drench with olive oil
Rile pigs up and release them in a medium to large pen - must be well mucked
Release players simultaneously - each player gets three pigs to count as his roll.
Repeat 6 times.
 
Last edited:


I generally use the 4d6, best 3, arrange as you like.

However, I have a somewhat unique way of rolling if I want to run a more high powered game. I truly hate when one person has much higher stats then everyone else but I also hate point-buys. So, this was my solution.

High Power stat roll.
Start with 4d6 reroll 1's keep top 3, arrange as you like.
Each character figures out their total stat bonus (add up the modifiers each stat gives)
Find the one with the highest total bonus, each other character gets one point to add to their stats for each point less in total bonus they have compared to the highest.
For example, say the highest total bonus is +8. My total bonus is +5. I get three extra point to arrange among my stat line-up.

This only works if everyone rolls up their character at the same time.

It rarely gives boosts the character to the same total modifier as the lucky one. So the lucky player still has the best stats, but the gap is narrowed somewhat.

It makes me happy.

(Difficulties arise when new characters are added late. Fortunately, character death isn't all that common in my games, save in the finale.)

Werner
 

28 point buy.

The CR and DC systems are built on the assumption of standard array as the average (balance point - 15 14 13 12 10 8). That adds to 25 points, making such the ideal amount to give if you want CRs and DCs to have the meaning and impact they were intended for.

I desire close to that, but wanted a little wiggle room. By adding three points I give them just a tiny bit of space and it seems to work wonders towards getting variety in the final stat values players choose.
 

4 years at uni, 2 years post-grad: can now generate any statistic you want to prove any point you wish to prove. :p Oh you were talking about D&D statistics?
 

Current method: 4d6, keep best 3, roll 6 times.

Players can roll 2-3 "sets" of stats using the above method. If the player doesn't generate a set of stats he/she likes, then he/she uses the point-buy method (32 points). To make things easier, I have a little list/chart of the stat sets possible using 32-point-buy. At the high end, a PC can have (w/out stat mods added in) a 18, 15, 10, 10, 10, 10. At the low end, however, a PC can have 14, 14, 14, 14, 12, 12. Makes for really potent characters.

However, I'm thinking about going down to 28-point-buy instead. Just a bit above the standard 25, but not as dramatically as 32. Still going with the multiple sets of 4d6k3, but may "standardize" it to 2 sets only, as well.

Yet, I've met a player or two who still thinks that any stat below 14-15, and not having 1 or more 18's makes for a "sucky" character. That view is extremely ridiculous now, esp. with any stat that's a 12 or higher granting a bonus of some sort. Then again, any rule that doesn't allow said player(s) to have something automatically/for free since it goes with the "concept of the character" "sucks" as well.

Nevertheless, I think that my methods will allow players to make better-than-average characters, but it'll also help prevent then from making uber-PCs. However, despite the relatively generous method above (2-3 sets or 32-point-buy), PCs still wind up dying not because of "poor" PC stats, but rather due to poor player judgment.
 

Remove ads

Top