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They hybrid Roll N' Buy ability score generation method
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<blockquote data-quote="kenjib" data-source="post: 127033" data-attributes="member: 530"><p>For these attempts I am using a 25 point baseline and the following web-based die roller (you need to change the default values to get a straight set of 3d6 rolls, as default is 4d6 drop lowest): <a href="http://www.irony.com/igroll.html" target="_blank">http://www.irony.com/igroll.html</a></p><p></p><p>ATTEMPT 1 - THE FIGHTER</p><p></p><p>Roll 1: 1, 1, 4 = 6 = Str</p><p>Roll 2: 2, 1, 6 = 9 = Dex</p><p>Roll 3: 4, 1, 1 = 6 = Con</p><p>Roll 4: 5, 6, 2 = 13 = Int</p><p>Roll 5: 6, 6, 6 = 18 = Wis</p><p>Roll 6: 2, 1, 6 = 9 = Cha</p><p></p><p>I'll swap wisdom and strength. Total point value is 22, 3 below baseline. This means I get 4 points to spend. I'm putting them all into con, giving me:</p><p></p><p>Str: 18</p><p>Dex: 9</p><p>Con: 10</p><p>Int: 13</p><p>Wis: 6</p><p>Cha: 9</p><p></p><p>I qualify for expertise and have a devastating strength but suffer from some drawbacks as a result of natural shortcomings. The low wisdom is quirky and could be fun.</p><p></p><p></p><p>ATTEMPT 2 - THE WIZARD</p><p></p><p>Roll 1: 1, 5, 5 = 11 = str</p><p>Roll 2: 4, 2, 4 = 10 = dex</p><p>Roll 3: 3, 3, 3 = 9 = con</p><p>Roll 4: 5, 3, 5 = 13 = int</p><p>Roll 5: 1, 2, 6 = 9 = wis</p><p>Roll 6: 5, 4, 5 = 14 = cha</p><p></p><p>I'll swap charisma and constitution. Total point value is 18. This gives me 7 extra points to spend. I'll bump int to 16, costing 5 points, then dex to 12, costing 2 more.</p><p></p><p>str: 11</p><p>dex: 12</p><p>con: 14</p><p>int: 16</p><p>wis: 9</p><p>cha: 9</p><p></p><p>Nice - pretty close to what you'd get with standard point spread but a little bit tweaked to account for natural ability.</p><p></p><p>ATTEMPT 3 - THE ROGUE</p><p></p><p>Roll 1: 4, 4, 3 = 11 = str</p><p>Roll 2: 6, 1, 5 = 12 = dex</p><p>Roll 3: 2, 5, 6 = 13 = con</p><p>Roll 4: 1, 6, 2 = 9 = int</p><p>Roll 5: 3, 1, 3 = 7 = wis</p><p>Roll 6: 5, 4, 6 = 15 = cha</p><p></p><p>I'll swap dex and cha. Total point value is 21. I get four more points to spend. I'll bump dex to 16, and raise int and wis both by 1.</p><p></p><p>str: 11</p><p>dex: 16</p><p>con: 13</p><p>int: 10</p><p>wis: 8</p><p>cha: 12</p><p></p><p>Nice - very workable. It's close to standard point spread but the abilities aren't quite where a rogue would most likely place them.</p><p></p><p></p><p>ATTEMPT 4 - THE CLERIC</p><p></p><p>Roll 1: 5, 5, 4 = 14 = str</p><p>Roll 2: 3, 3, 1 = 7 = dex</p><p>Roll 3: 1, 6, 1 = 8 = con</p><p>Roll 4: 2, 1, 1 = 4 = int</p><p>Roll 5: 3, 4, 1 = 8 = wis</p><p>Roll 6: 3, 6, 6 = 15 = cha</p><p></p><p>I'll swap cha and wis. Total point value is 14 so I get 11 points to spend. I'll raise wis by 1 (to 16), int to 8, con to 10, dex to 8, and cha to 10.</p><p></p><p>str: 14</p><p>dex: 8</p><p>con: 10</p><p>int: 8</p><p>wis: 16</p><p>cha: 10</p><p></p><p>Definitely workable but a bit quirky, which is fun. Getting out of the "4 int pit" hurt some but the character is still workable.</p><p></p><p>ATTEMPT 5 - THE MONK</p><p></p><p>Roll 1: 5, 4, 4 = 13 = str</p><p>Roll 2: 4, 1, 4 = 9 = dex</p><p>Roll 3: 2, 3, 4 = 9 = con</p><p>Roll 4: 4, 3, 4 = 11 = int</p><p>Roll 5: 5, 3, 6 = 14 = wis</p><p>Roll 6: 3, 2, 4 = 9 = cha</p><p></p><p>I'll swap int and dex. Total point value is 17, giving me 8 points to distribute. I'll raise wisdom to 16, dex to 14, and con to 10.</p><p></p><p>str: 13</p><p>dex: 14</p><p>con: 10</p><p>int: 9</p><p>wis: 16</p><p>cha: 9</p><p></p><p>Looks almost like yer standard monk.</p><p></p><p>ATTEMPT 6 - THE BARBARIAN</p><p></p><p>Roll 1: 5, 4, 5 = 14 = str</p><p>Roll 2: 5, 3, 5 = 13 = dex</p><p>Roll 3: 4, 6, 5 = 15 = con</p><p>Roll 4: 4, 2, 2 = 8 = wis</p><p>Roll 5: 2, 2, 3 = 7 = int</p><p>Roll 6: 6, 6, 6 = 18 = cha</p><p></p><p>I'll swap cha and str. Total point value is 35 - far above the baseline. That means I get 4 points to spend. I'll raise con to 16 and dex to 14.</p><p></p><p>str: 18</p><p>dex: 14</p><p>con: 16</p><p>wis: 8</p><p>int: 7</p><p>cha: 14</p><p></p><p>This guy's a hulking brute of a combat monster and likable, with a great presence, despite being somewhat slow on the pickup and thick in the head. He's your basic cuddly grizzly bear. Here's an example of that "luck of the dice" character in any case, but the stats still aren't min-maxed into the most efficient configuration. Notice how I was forced into keeping a high charisma, which would normally be the #1 dump stat for this guy. This is interesting and opens up some new possibilities for this character.</p><p></p><p></p><p>SUMMARY</p><p></p><p>If this works as per this test sample it seems to keep characters a little more balanced with one another, which addresses the problem of a straight dice roll generation method. It also maintains some randomness, reducing the cookie-cutter problem encountered when using point-buy (i.e. every point buy fighter has the same stats, every point buy rogue has the same stats, etc).</p></blockquote><p></p>
[QUOTE="kenjib, post: 127033, member: 530"] For these attempts I am using a 25 point baseline and the following web-based die roller (you need to change the default values to get a straight set of 3d6 rolls, as default is 4d6 drop lowest): [url]http://www.irony.com/igroll.html[/url] ATTEMPT 1 - THE FIGHTER Roll 1: 1, 1, 4 = 6 = Str Roll 2: 2, 1, 6 = 9 = Dex Roll 3: 4, 1, 1 = 6 = Con Roll 4: 5, 6, 2 = 13 = Int Roll 5: 6, 6, 6 = 18 = Wis Roll 6: 2, 1, 6 = 9 = Cha I'll swap wisdom and strength. Total point value is 22, 3 below baseline. This means I get 4 points to spend. I'm putting them all into con, giving me: Str: 18 Dex: 9 Con: 10 Int: 13 Wis: 6 Cha: 9 I qualify for expertise and have a devastating strength but suffer from some drawbacks as a result of natural shortcomings. The low wisdom is quirky and could be fun. ATTEMPT 2 - THE WIZARD Roll 1: 1, 5, 5 = 11 = str Roll 2: 4, 2, 4 = 10 = dex Roll 3: 3, 3, 3 = 9 = con Roll 4: 5, 3, 5 = 13 = int Roll 5: 1, 2, 6 = 9 = wis Roll 6: 5, 4, 5 = 14 = cha I'll swap charisma and constitution. Total point value is 18. This gives me 7 extra points to spend. I'll bump int to 16, costing 5 points, then dex to 12, costing 2 more. str: 11 dex: 12 con: 14 int: 16 wis: 9 cha: 9 Nice - pretty close to what you'd get with standard point spread but a little bit tweaked to account for natural ability. ATTEMPT 3 - THE ROGUE Roll 1: 4, 4, 3 = 11 = str Roll 2: 6, 1, 5 = 12 = dex Roll 3: 2, 5, 6 = 13 = con Roll 4: 1, 6, 2 = 9 = int Roll 5: 3, 1, 3 = 7 = wis Roll 6: 5, 4, 6 = 15 = cha I'll swap dex and cha. Total point value is 21. I get four more points to spend. I'll bump dex to 16, and raise int and wis both by 1. str: 11 dex: 16 con: 13 int: 10 wis: 8 cha: 12 Nice - very workable. It's close to standard point spread but the abilities aren't quite where a rogue would most likely place them. ATTEMPT 4 - THE CLERIC Roll 1: 5, 5, 4 = 14 = str Roll 2: 3, 3, 1 = 7 = dex Roll 3: 1, 6, 1 = 8 = con Roll 4: 2, 1, 1 = 4 = int Roll 5: 3, 4, 1 = 8 = wis Roll 6: 3, 6, 6 = 15 = cha I'll swap cha and wis. Total point value is 14 so I get 11 points to spend. I'll raise wis by 1 (to 16), int to 8, con to 10, dex to 8, and cha to 10. str: 14 dex: 8 con: 10 int: 8 wis: 16 cha: 10 Definitely workable but a bit quirky, which is fun. Getting out of the "4 int pit" hurt some but the character is still workable. ATTEMPT 5 - THE MONK Roll 1: 5, 4, 4 = 13 = str Roll 2: 4, 1, 4 = 9 = dex Roll 3: 2, 3, 4 = 9 = con Roll 4: 4, 3, 4 = 11 = int Roll 5: 5, 3, 6 = 14 = wis Roll 6: 3, 2, 4 = 9 = cha I'll swap int and dex. Total point value is 17, giving me 8 points to distribute. I'll raise wisdom to 16, dex to 14, and con to 10. str: 13 dex: 14 con: 10 int: 9 wis: 16 cha: 9 Looks almost like yer standard monk. ATTEMPT 6 - THE BARBARIAN Roll 1: 5, 4, 5 = 14 = str Roll 2: 5, 3, 5 = 13 = dex Roll 3: 4, 6, 5 = 15 = con Roll 4: 4, 2, 2 = 8 = wis Roll 5: 2, 2, 3 = 7 = int Roll 6: 6, 6, 6 = 18 = cha I'll swap cha and str. Total point value is 35 - far above the baseline. That means I get 4 points to spend. I'll raise con to 16 and dex to 14. str: 18 dex: 14 con: 16 wis: 8 int: 7 cha: 14 This guy's a hulking brute of a combat monster and likable, with a great presence, despite being somewhat slow on the pickup and thick in the head. He's your basic cuddly grizzly bear. Here's an example of that "luck of the dice" character in any case, but the stats still aren't min-maxed into the most efficient configuration. Notice how I was forced into keeping a high charisma, which would normally be the #1 dump stat for this guy. This is interesting and opens up some new possibilities for this character. SUMMARY If this works as per this test sample it seems to keep characters a little more balanced with one another, which addresses the problem of a straight dice roll generation method. It also maintains some randomness, reducing the cookie-cutter problem encountered when using point-buy (i.e. every point buy fighter has the same stats, every point buy rogue has the same stats, etc). [/QUOTE]
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