D&D 5E The "Perfect" (for me anyway...) Ability Generation System(s)

ezo

Hero
I'm always interested in ability score generation systems and this is one which is simple and does just what I want:

1. based on rolling d6's
2. keeps an average of 12.25 to 12.75
3. (a) generates scores which are common to point-buy and the standard array (-1 to +2 modifiers) or
3. (b) makes extreme scores (8 or less, 16 or higher) very rare

Here are two varations:

3A. No Duplicates (score range 9 - 15)
Roll 4d6 and drop lowest, but no die result can occur more than once. For example, if you rolled 2, 3, 3, 6 you would reroll one of the 3's, but you cannot roll a 2, 3, or 6 on the reroll; if you do, keep rolling until you get a 1, 4, or 5.

What this does is keep the lowest possible roll to 1, 2, 3, 4 (total 9 for best three) and highest possible roll 3, 4, 5, 6 (total 15 for best three). In fact, there are only 15 possible combinations, with an average roll of 12.6. While this average is better than the normal 4d6 drop lowest (12.24), since the cap is 15 I like this a lot.

Standard array: 15, 14, 13, 12, 11, 10 with this system, which is very easy to remember.
Point-Buy: normal point-buy system with 30 pts (instead of 27) and you must increase each score to a minimum 9 (not 8).

3B. Re-roll Duplicates Once (score range 3-18)
Roll 4d6 and drop lowest, but reroll any die which is a duplicate of another die, accept the reroll even if it is a duplicate. For example, if you rolled 3, 5, 5, 6, you would reroll one of the 5's and accept the new roll (even if it is a 3, 5, or 6).

This method is similar to the first obviously, but allows the extreme scores (below 8 or above 15) which are outside the normal standard array or point-buy systems. However, the chances of getting truly exceptional or horrible rolls is much less, and 90% or so of the score still cluster in the 9 to 15 range. In fact, you are less than half as likely to roll scores below 9 or above 15.

The average (12.46) again is slightly better than normal 4d6 drop lowest, but with only a 6.4% chance for score 16 or better and less than 4.4% for 8 or lower. Scores at either extreme are rare, which I like if a group insists on having a chance for 16 or better rolls to begin.

The standard array is slightly worse, with a 10 instead of a 9, but frankly it is so close you could round it up to 10 if you wanted and use the same point-buy as above.

Anyway, that's it. 3A is my preference since I prefer the 9-15 range, but it has quite a bit of rolling so might not work for others who don't want to roll that much or want the extreme scores possible.

Thanks for reading. :)
 

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Yeah. I like the possibility of the extreme scores. Especially in 5e/5.5e where stat bonuses just don't matter nearly as much as they did in prior editions. I want the players feel like they are playing really exceptional heroes.
 

Yeah. I like the possibility of the extreme scores. Especially in 5e/5.5e where stat bonuses just don't matter nearly as much as they did in prior editions. I want the players feel like they are playing really exceptional heroes.
I also prefer there to be the possibility of extreme lows.

Particularly when they are put into Wisdom. :)
 

I also prefer there to be the possibility of extreme lows.

Particularly when they are put into Wisdom. :)
If you note, I didn't say extreme high scores. ;)

The way I do it is that they have two rolls at 5d6-2L, 2 rolls at 4d6-L, and two rolls at 3d6 straight. They assign those rolls to specific stats. I do allow the swapping of one pair, since I want them to be able to play the class they want and sometimes you roll crappy on the 5d6-2L.

Anyway, the 5d6-2L gives the high scores, generally. And the 3d6 can easily give low scores.
 

If you note, I didn't say extreme high scores. ;)

The way I do it is that they have two rolls at 5d6-2L, 2 rolls at 4d6-L, and two rolls at 3d6 straight. They assign those rolls to specific stats. I do allow the swapping of one pair, since I want them to be able to play the class they want and sometimes you roll crappy on the 5d6-2L.

Anyway, the 5d6-2L gives the high scores, generally. And the 3d6 can easily give low scores.
We use 5d6k3 across the board, which technically means 5d6 keep 3; and while almost universally the three kept are the highest three you're in fact allowed to choose any three dice from a roll as the ones you keep.
 

We use 5d6k3 across the board, which technically means 5d6 keep 3; and while almost universally the three kept are the highest three you're in fact allowed to choose any three dice from a roll as the ones you keep.
Another group I play in does that.
 

I find 5E to be too generous already, so allowing extremely high scores (16-20 IMO) just gives PCs too much of an edge over what the numbers already do, especially at low levels.

But for those who want them 3B allows it.

5d6k3 is even more generous with high scores, so definitely not an option for me.
 

Yeah. I like the possibility of the extreme scores. Especially in 5e/5.5e where stat bonuses just don't matter nearly as much as they did in prior editions. I want the players feel like they are playing really exceptional heroes.
Agreed. The ideal 5e array for me has one to two stats in the 16-18 range and at least one stat that’s 6 or under.
 


Well, I have a spreadsheet of 1d20 arrays I use for my current game, the player rolls a 1d20 and I give them the array. Here's three of them:

5, 13, 16, 14, 13, 13
7, 7, 18, 14, 11, 11
4, 8, 17, 17, 15, 11
 

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