Every table at the store where I play uses Point Buy, but i'm itching to start a game using the 4d6 method. Point Buy is the default because of AL.
Does that method include putting the scores where you want them or is the order set?I think I'm going to move to using the member here who developed the random point buy system (I'd link, but it's only saved on my laptop not work computer). I'll generate 20 random legit point buys and then roll once. That's it.
No power creep, and still uses the randomness to help inspire new character concepts.
Interesting. I like that. I'm going to have to save that for potential future use.My current option in 5E, is to let them roll pairs of stats six times, in order. Then they choose a high stat from the pair and then they have to choose a low stat from another pair.
I would like to know how that turns out. One interesting nuance is, if you roll the same two numbers for a pair, you get to use that as one of your low choices.Interesting. I like that. I'm going to have to save that for potential future use.
In my games, I use choice of standard array or roll.
If you roll, you use what you get - no switching to standard array if you get a bad result. It's a roleplaying opportunity - use it.
If they get a really high set of scores, I have no problem with it. They're not going to break my game.
For rolling, I use 4d6 - reroll all 1's and the first 2 - take the three highest. Assign to ability you want (not required to assign in order).
However, I might just present your idea as an optional rolling system next time.
The standard array is a solid choice. Eliminating cheaters from my table is also a solid choice.For the longest time I was a fan of 4d6 drop the lowest. But now I swear by the Standard Array method. It makes people make tough decisions on their stats, and completely eliminates cheating without me needing to watch everyone roll their dice.
Cheaters notwithstanding, there's also something to be said for eliminating improbable luck. One long-time friend of mine always seems to end up with an array like [18, 16, 14, 14, 13, 12] when we roll the standard way. He's definitely not cheating -- it's antithetical to his nature, and in any case he's rolling in plain sight or even having the DM do the rolling -- but nevertheless, every time, instant demigod.Eliminating cheaters from my table is also a solid choice.
Well that stat array is firm. This could wind up with 4 13s and 2 averagey scores. What do you build with a generalist?[MENTION=6789971]bedir than[/MENTION], I was trying to picture your method and I find it is not much different than picking the stat array in the book, but I could see it getting interesting if everyone took the array that was 'rolled' and even more interesting if they took it in order.
I recently saw a variant of this method on a mythweavers chargen post. They rolled three sets and kept the newest set, not having an option to choose earlier sets.4d6, drop the lowest, 6x. Repeat so you have two independent sets of 6 scores. Keep whichever set you prefer, arranging them in any order you wish. Or throw both away and roll a third set that you must use (again, in any order).
I used this method for a new campaign I'm starting, and the players love it. Here's the grid we rolled:I do a roll-around. The player to my left rolls 4d6 (drop lowest) and records the entry on a 6x6 grid. Then the next player rolls. Then the next, until each of the 36 squares is filled in.
Then, once the grid is full, each player chooses a column, or row, or diagonal array of 6 numbers. They may not select the same array, so once it's claimed its gone.
With these numbers, you put your stats in order, you may then swap two numbers.
Anyway. It sounds complicated, but we roll together as a table, then individualize the results.
11 | 9 | 12 | 10 | 12 | 9 13 | 15 | 10 | 14 | 12 | 11 10 | 14 | 15 | 16 | 13 | 13 15 | 11 | 11 | 10 | 10 | 11 7 | 18 | 13 | 13 | 13 | 16 12 | 16 | 14 | 9 | 10 | 14