seasong
First Post
There is another way to represent 4d6/drop. Rather than represent eh advantage of possessing an ability score better than xx% of the population, you give points that allow you to average the same.
In this system, you would start with 3s in every ability score, and then have 56 points to buy the ability scores up with, at a 1:1 rate. This will allow you to end up with (for example), 18, 18, 18, 7, 7, 6, which is the extreme top end of probability for 4d6/drop.
The 56 points will always average out to 12.33 (a hair above the 12.245 avg of 4d6/drop), so you may wish to drop it to 55 points to give random rollers a slight edge.
In this system, you would start with 3s in every ability score, and then have 56 points to buy the ability scores up with, at a 1:1 rate. This will allow you to end up with (for example), 18, 18, 18, 7, 7, 6, which is the extreme top end of probability for 4d6/drop.
The 56 points will always average out to 12.33 (a hair above the 12.245 avg of 4d6/drop), so you may wish to drop it to 55 points to give random rollers a slight edge.