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<blockquote data-quote="Jon Potter" data-source="post: 1714927" data-attributes="member: 2323"><p>IMC, I offer two choices. The quick method and the long method.</p><p></p><p>The quick method is the Default Array method. Players take the usual values - 15,14,13,12,10,8 - arrange them among the six Ability scores as they see fit, modify them for race, template, etc. and those are their stats.</p><p></p><p>The long method is a point buy system that I found somewhere on the net and stole for my game. All stats start at 8 and each player gets 25-35 points to spend on raising those ability scores.</p><p></p><p>Ability Score Cost</p><p>3 = +5</p><p>4 = +4</p><p>5 = +3</p><p>6 = +2</p><p>7 = +1</p><p>8 = 0</p><p>9 = 1</p><p>10 = 2</p><p>11 = 3</p><p>12 = 4</p><p>13 = 5</p><p>14 = 6</p><p>15 = 8</p><p>16 = 10</p><p>17 = 13</p><p>18 = 16</p><p>19+ = N/A</p><p></p><p>Characters start with a base 25 points to spend. They can get extra points by submitting character histories with the following elements. They can only gain a maximum of 10 bonus points, despite there being ways to earn more.</p><p></p><p>Bonus Points:</p><p></p><p> +1-5 Taking a low ability score (as shown in the Ability Score Costs above)</p><p></p><p> +1 Links to 1-2 other PCs in character history (more than met him/her last night)</p><p></p><p> +2 Links to 3-4 other PCs in character history (not cumulative with previous bonus)</p><p></p><p> +1 For every 3 minor plot hooks in character history, that is, a way to get your character to go on a particular adventure (+2 max)</p><p></p><p> +1 For every major plot hook in character history, that is, an adventure possibility in and of itself (+2 max)</p><p></p><p> +1 Detailing home village (neighborhood if from a city). This includes a few locals, shops, etc. of interest</p><p></p><p> +1 Detailing immediate family (not cumulative with plot hook bonuses)</p><p></p><p> +1 For every 300 words of character history. (+3 max)</p><p></p><p> +1 Introducing an organization not tied to the character. (+2 max)</p><p></p><p></p><p>The long method is the preferred method. Only had one player chose the Default Array rather than write a little.</p></blockquote><p></p>
[QUOTE="Jon Potter, post: 1714927, member: 2323"] IMC, I offer two choices. The quick method and the long method. The quick method is the Default Array method. Players take the usual values - 15,14,13,12,10,8 - arrange them among the six Ability scores as they see fit, modify them for race, template, etc. and those are their stats. The long method is a point buy system that I found somewhere on the net and stole for my game. All stats start at 8 and each player gets 25-35 points to spend on raising those ability scores. Ability Score Cost 3 = +5 4 = +4 5 = +3 6 = +2 7 = +1 8 = 0 9 = 1 10 = 2 11 = 3 12 = 4 13 = 5 14 = 6 15 = 8 16 = 10 17 = 13 18 = 16 19+ = N/A Characters start with a base 25 points to spend. They can get extra points by submitting character histories with the following elements. They can only gain a maximum of 10 bonus points, despite there being ways to earn more. Bonus Points: +1-5 Taking a low ability score (as shown in the Ability Score Costs above) +1 Links to 1-2 other PCs in character history (more than met him/her last night) +2 Links to 3-4 other PCs in character history (not cumulative with previous bonus) +1 For every 3 minor plot hooks in character history, that is, a way to get your character to go on a particular adventure (+2 max) +1 For every major plot hook in character history, that is, an adventure possibility in and of itself (+2 max) +1 Detailing home village (neighborhood if from a city). This includes a few locals, shops, etc. of interest +1 Detailing immediate family (not cumulative with plot hook bonuses) +1 For every 300 words of character history. (+3 max) +1 Introducing an organization not tied to the character. (+2 max) The long method is the preferred method. Only had one player chose the Default Array rather than write a little. [/QUOTE]
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