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General Tabletop Discussion
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What Ability Score Generation Method do you use?
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<blockquote data-quote="Scarab" data-source="post: 46356" data-attributes="member: 1221"><p>So far we've used standard 4d6, drop lowest.</p><p></p><p>But for my Scarred Lands campaign, I'll try a variant of the one used in Wulf Ratbane's story hour: the players get to trade cards that give +2 to stats between them.</p><p></p><p>Basically, everyone starts at 10 (before racial modifications), and have six cards that give +2 to the respective stat. The fighter wants high Str, so he trades his Wis and/or Cha for Str cards. I have two extra sets of cards for every three players that they can also trade, but no player can have more than eight stat cards - that's a total of +16 to divide between his stats.</p><p></p><p>Then they get to pick a "bonus feat" card - one per player, and they get to trade between them. The cards have things like "+2 to Fort saves," "start with a +1 magical weapon," "start with 500xp," that kind of things.</p><p></p><p>And finally I give them a random card with a "+2 to two related skills," to add some variation to their skills.</p><p></p><p>This might seem a bit high-powered for starting characters, but they'll earn it, trust me. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p></p><p>I haven't tried this system at the table yet, so it'll probably be modified.</p></blockquote><p></p>
[QUOTE="Scarab, post: 46356, member: 1221"] So far we've used standard 4d6, drop lowest. But for my Scarred Lands campaign, I'll try a variant of the one used in Wulf Ratbane's story hour: the players get to trade cards that give +2 to stats between them. Basically, everyone starts at 10 (before racial modifications), and have six cards that give +2 to the respective stat. The fighter wants high Str, so he trades his Wis and/or Cha for Str cards. I have two extra sets of cards for every three players that they can also trade, but no player can have more than eight stat cards - that's a total of +16 to divide between his stats. Then they get to pick a "bonus feat" card - one per player, and they get to trade between them. The cards have things like "+2 to Fort saves," "start with a +1 magical weapon," "start with 500xp," that kind of things. And finally I give them a random card with a "+2 to two related skills," to add some variation to their skills. This might seem a bit high-powered for starting characters, but they'll earn it, trust me. :D I haven't tried this system at the table yet, so it'll probably be modified. [/QUOTE]
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