I just read a comment by @FireLance -
One possibility that I've been toying with, although I admit I've never actually used in any of the campaigns I've run, is to start with the standard array (15, 14, 13, 12, 10, 8), assign as desired to the various ability scores, and then roll 3d6 in order. If the number rolled for an ability score is higher than the assigned number, use the rolled number instead.
It's an interesting proposal! The thing is, from the very beginning (3d6 in order) to the new random (4d6k1) to the variants introduced in the 1e DMG and UA to modern methods of point buy and the standard array, the one constant I have seen is the desire to explore different methods of ability score generation.
That said, I think that there has been a singular focus on one aspect of the ability scores- the effect on the singular PC. I will use the continuation of Firelance's quote-
The standard array guarantees the baseline level of competence that the game expects, and the 3d6 rolled in order gives a chance that one or more ability scores may be improved - and not necessarily the ability scores that the player would have chosen.
Of course, the downside to this approach is that the PCs will have better ability scores, on average, than the game expects and the standard challenges will be that much easier for them.
From this perspective, the perspective of the individual PC, the issue of ability score generation seems to boil down to a few basic decision points:
A. Randomized vs. standard scores overall. For this, the choice is usually between a default level of competence, or the chance for amazing ability scores, with the concomitant risk of terrible ability scores.
B. Randomized order vs. choose your own order. Again, we have a choice between selection of scores within certain fields (I wanna play a Wizard, so I will put my highest score in intelligence) as opposed to the risk/serendipity of having to make a character based on whatever order of rolls you happen to have (I was going to make a Wizard, but my two highest rolls are in Strength and Constitution ...).
Now, there are various tweaks you can perform (for example, in the proposal above, you get all advantages of the standard array, with the possible upside of better randomized rolls, and you get the choice of setting your character's rolls, with the possible upside of some serendipity making you re-choose your selection; the downside, of course, is that it's all reward, no risk). But at it's core, almost all ability score generation methods involve choices among these axes; it's rare for one not too - such as the infamous 1e Unearthed Arcana method of "select your class, roll outrageous amounts of dice, and also get the minimum score."
However, this focus on the individual PC overlooks one of the biggest issues when it comes to ability scores that, IMO, has driven the adoption of the point-buy/standard array method.
Fairness.
Fundamentally, D&D is a social game that you play with other people. Different people have different methods of handling the game, of competition, and of certain innate ideas of fairness- this is why, for example, the concept of "sharing the spotlight" has become more important in RPGs. However, this is an aspect of the social compact that often gets overlooked when it comes to PC ability score generation.
From the beginning, there has always been an issue with fairness. Some tables handled it better than others- sure, maybe Paul always managed to get a 17 in Charisma for his latest Paladin (Percival IV), and maybe Bob always got that 18 in strength for that sweet, sweet percentile strength ... but, you know, maybe not. Some people, and some tables, are much better at handling that inherent power dynamic (and imbalance) that occurs in D&D when characters have disparate ability scores.
I mention this because I think that this is often given short shrift in discussions of ability score generation- not the effect on a singular PC, but on the effect on the table. If someone gets really really low scores, and someone gets really really high scores, what will happen? Is this going to be seen as good fun- an opportunity for memorable characters? Or is this going to be viewed by the players as unfun and unfair? The type of players and the reaction you get will most likely determine the best methods of character generation.
I would go so far as to say that this sense of fairness is what has likely driven the adoption of standardized ability scores over time (point buy, array). Even some randomized methods allow for this sense of fairness (such as allowing players to bid on scores at an auction, or to chose among a number of random scores).
Anyway, I wanted to put this out for general discussion- the social and table aspect of ability score generation. What do you think? Do you consider this, and if so (or if not), why?
One possibility that I've been toying with, although I admit I've never actually used in any of the campaigns I've run, is to start with the standard array (15, 14, 13, 12, 10, 8), assign as desired to the various ability scores, and then roll 3d6 in order. If the number rolled for an ability score is higher than the assigned number, use the rolled number instead.
It's an interesting proposal! The thing is, from the very beginning (3d6 in order) to the new random (4d6k1) to the variants introduced in the 1e DMG and UA to modern methods of point buy and the standard array, the one constant I have seen is the desire to explore different methods of ability score generation.
That said, I think that there has been a singular focus on one aspect of the ability scores- the effect on the singular PC. I will use the continuation of Firelance's quote-
The standard array guarantees the baseline level of competence that the game expects, and the 3d6 rolled in order gives a chance that one or more ability scores may be improved - and not necessarily the ability scores that the player would have chosen.
Of course, the downside to this approach is that the PCs will have better ability scores, on average, than the game expects and the standard challenges will be that much easier for them.
From this perspective, the perspective of the individual PC, the issue of ability score generation seems to boil down to a few basic decision points:
A. Randomized vs. standard scores overall. For this, the choice is usually between a default level of competence, or the chance for amazing ability scores, with the concomitant risk of terrible ability scores.
B. Randomized order vs. choose your own order. Again, we have a choice between selection of scores within certain fields (I wanna play a Wizard, so I will put my highest score in intelligence) as opposed to the risk/serendipity of having to make a character based on whatever order of rolls you happen to have (I was going to make a Wizard, but my two highest rolls are in Strength and Constitution ...).
Now, there are various tweaks you can perform (for example, in the proposal above, you get all advantages of the standard array, with the possible upside of better randomized rolls, and you get the choice of setting your character's rolls, with the possible upside of some serendipity making you re-choose your selection; the downside, of course, is that it's all reward, no risk). But at it's core, almost all ability score generation methods involve choices among these axes; it's rare for one not too - such as the infamous 1e Unearthed Arcana method of "select your class, roll outrageous amounts of dice, and also get the minimum score."
However, this focus on the individual PC overlooks one of the biggest issues when it comes to ability scores that, IMO, has driven the adoption of the point-buy/standard array method.
Fairness.
Fundamentally, D&D is a social game that you play with other people. Different people have different methods of handling the game, of competition, and of certain innate ideas of fairness- this is why, for example, the concept of "sharing the spotlight" has become more important in RPGs. However, this is an aspect of the social compact that often gets overlooked when it comes to PC ability score generation.
From the beginning, there has always been an issue with fairness. Some tables handled it better than others- sure, maybe Paul always managed to get a 17 in Charisma for his latest Paladin (Percival IV), and maybe Bob always got that 18 in strength for that sweet, sweet percentile strength ... but, you know, maybe not. Some people, and some tables, are much better at handling that inherent power dynamic (and imbalance) that occurs in D&D when characters have disparate ability scores.
I mention this because I think that this is often given short shrift in discussions of ability score generation- not the effect on a singular PC, but on the effect on the table. If someone gets really really low scores, and someone gets really really high scores, what will happen? Is this going to be seen as good fun- an opportunity for memorable characters? Or is this going to be viewed by the players as unfun and unfair? The type of players and the reaction you get will most likely determine the best methods of character generation.
I would go so far as to say that this sense of fairness is what has likely driven the adoption of standardized ability scores over time (point buy, array). Even some randomized methods allow for this sense of fairness (such as allowing players to bid on scores at an auction, or to chose among a number of random scores).
Anyway, I wanted to put this out for general discussion- the social and table aspect of ability score generation. What do you think? Do you consider this, and if so (or if not), why?