_HERETIC_
ᴇx ɪɢɴᴏʀᴀɴᴛɪᴀ ᴀᴅ ꜱᴀᴘɪᴇɴᴛɪᴀᴍ
Hey!
I am currently making my own TTRPG set in the 21st century which is conceptually inspired by books, movies and games like S.T.A.L.K.E.R, Metro, Escape From Tarkov, Last of Us, The Road and a few more and focuses heavily on harsh survival, semi-realistic aspects.
While I am making this, it is weirdly something rather simple which seems to be puzzling to me however. And that is players getting their ability scores.
Some of the ways of doing this that I have seen is the roll around the table method where each player simply rolls one set of (for example) 4D6 and discards the lowest until the have all of the ability scores covered, essentially making their own standard array together.
Then there is of course the normal way of simply letting each player roll 4D6x7 (or whatever dice it may be) drop lowest and letting them distribute their results and then there are twists of both of these approaches.
The problem, if you can call it such, that I have is that I want a certain level of "dynamic-ness" while not having the players be too underpowered score wise as combat is supposed to be rather deadly to simulate a level of realism.
I could theoretically just leave this out and let the GM and players choose the method themselves. But I do want to offer at least a few options of getting scores.
Do you guys maybe have any ideas or suggestions? Am I maybe worrying too much?
I am currently making my own TTRPG set in the 21st century which is conceptually inspired by books, movies and games like S.T.A.L.K.E.R, Metro, Escape From Tarkov, Last of Us, The Road and a few more and focuses heavily on harsh survival, semi-realistic aspects.
While I am making this, it is weirdly something rather simple which seems to be puzzling to me however. And that is players getting their ability scores.
Some of the ways of doing this that I have seen is the roll around the table method where each player simply rolls one set of (for example) 4D6 and discards the lowest until the have all of the ability scores covered, essentially making their own standard array together.
Then there is of course the normal way of simply letting each player roll 4D6x7 (or whatever dice it may be) drop lowest and letting them distribute their results and then there are twists of both of these approaches.
The problem, if you can call it such, that I have is that I want a certain level of "dynamic-ness" while not having the players be too underpowered score wise as combat is supposed to be rather deadly to simulate a level of realism.
I could theoretically just leave this out and let the GM and players choose the method themselves. But I do want to offer at least a few options of getting scores.
Do you guys maybe have any ideas or suggestions? Am I maybe worrying too much?