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General Tabletop Discussion
*Dungeons & Dragons
The "Perfect" (for me anyway...) Ability Generation System(s)
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<blockquote data-quote="RealAlHazred" data-source="post: 9568948" data-attributes="member: 25818"><p>I feel like current ability score generation systems result in numbers just way too high. I've felt that since AD&D 1st edition, which had (ugh) options for different generation systems. My current method, I think, is very fair and leads to good characters:</p><ol> <li data-xf-list-type="ol">Roll 2d6 for each ability score, in order, from top to bottom.</li> <li data-xf-list-type="ol">Come up with backstory elements. Each negative element you come up with (an old enemy, a physical limitation, something along those lines) gives you an additional d6 you can put to <em>one </em>of those ability scores.</li> <li data-xf-list-type="ol">When you've generated your ability scores, you roll a d30 and try to get under your CON score. If you don't, the character dies in character generation (you describe the circumstances) and we start over.</li> </ol><p>The class levels go to level 3 for a reason -- characters aren't supposed to survive past that. If you let them have high characteristics (like 10 or 12) they have a chance to survive past that, and then what are you supposed to do? The rules only go to level 3. I've seen people talk about higher levels, but those weren't written by Moldvay, but by other guys -- it's not the same game, and not a game I want to play or run!</p><p></p><p>Let me tell you, when characters make it to level 3 in my game, the players feel really accomplished! They know they achieved something special and rare! That's how it should be! How many modern gamers get bored with their characters? That never happens at my table!</p></blockquote><p></p>
[QUOTE="RealAlHazred, post: 9568948, member: 25818"] I feel like current ability score generation systems result in numbers just way too high. I've felt that since AD&D 1st edition, which had (ugh) options for different generation systems. My current method, I think, is very fair and leads to good characters: [LIST=1] [*]Roll 2d6 for each ability score, in order, from top to bottom. [*]Come up with backstory elements. Each negative element you come up with (an old enemy, a physical limitation, something along those lines) gives you an additional d6 you can put to [I]one [/I]of those ability scores. [*]When you've generated your ability scores, you roll a d30 and try to get under your CON score. If you don't, the character dies in character generation (you describe the circumstances) and we start over. [/LIST] The class levels go to level 3 for a reason -- characters aren't supposed to survive past that. If you let them have high characteristics (like 10 or 12) they have a chance to survive past that, and then what are you supposed to do? The rules only go to level 3. I've seen people talk about higher levels, but those weren't written by Moldvay, but by other guys -- it's not the same game, and not a game I want to play or run! Let me tell you, when characters make it to level 3 in my game, the players feel really accomplished! They know they achieved something special and rare! That's how it should be! How many modern gamers get bored with their characters? That never happens at my table! [/QUOTE]
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The "Perfect" (for me anyway...) Ability Generation System(s)
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