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5E What is your current way to roll stats

AaronOfBarbaria

Adventurer
One of the earlier editions (AD&D 2e?) had a method of starting with 8 in every score, rolling 7 6-sided dice, and adding the values of each die to ability scores. You didn't total the dice, however, you added each die result to one score.

For example, rolling 1, 2, 2, 3, 3, 4, 6.
You might go STR 8+6+2 = 16, DEX 8+2 = 10, CON 8+3+4=15, INT 8, WIS 8, CHA 8+3+1=12.

Has anyone tried this, or similar, in 5E?
I've used that method fairly often in the past.

The only hang-ups I've ever had about it is that you end up looking at either having 2 high scores and a bunch of 8s - which wasn't a big deal in AD&D - or you have your highest score end up a 15 only with great luck - which was a disappointment in AD&D, but might actually be more manageable in 5th edition.
 

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ccs

40th lv DM
When I DM I allow each player to choose wich method they'll use.
The allowed options are:

1) Roll 4d6 drop one x6. Place resulting scores as you please.
If you choose to roll:
You will roll in front of the group.
High stats, mediocre stats, or low stats, you WILL play the resulting character in good faith. If you won't? I'll kick you out of the game. And no, suicidal slayer types with low stats are not allowed. If you're not ok with the possibility of having low stats? Do not choose to roll in my games.

2) use the standard PB listed in the book.

3) use the standard array.

Stat envy: if you suffer from it? Keep it to yourself & concentrate upon making YOUR character awesome/interesting, not bit ching about someone else's stats.
If you can't do this, don't play in my games.
 


UngeheuerLich

Adventurer
Roll 2 sets and choose one.
3d6 in order, replace one dice result (lowest number) of each 3d6 roll (if less than 4) with a 4.
this results in a range of 6-18 but getting a 17 or 18 still needs to be rolled naturally.

if I was to allow rearrange I would let you do one direct swap.

Still doing 3d6 replace the lowest with 4 even if all are higher to prevent 17s or 18s in primary stats.
I do like your method though and strongly consider it. My only additional restriction will be that race bonuses may not take you higher than 18 or 19 at most. I maybe allow for a swap then.
 

werecorpse

Explorer
Still doing 3d6 replace the lowest with 4 even if all are higher to prevent 17s or 18s in primary stats.
I do like your method though and strongly consider it. My only additional restriction will be that race bonuses may not take you higher than 18 or 19 at most. I maybe allow for a swap then.
the thing about 5e (as opposed to 1e which is where I started) is that starting with a 18 or 20 in a prime stat (as long as all needed stats aren't great) helps a lot at low level but by 8th level isn't such a big deal as most characters will have added to their prime stat and any gap will have decreased. You don't have to be as nervous about imbalance in 5e as in previous editions.

i do recommend limiting arrangement unless you have a player who really wants to play a particular class.

I am running a game where a player rolled an 18 strength and a 9 con. He is playing a 20 strength 10 con half orc paladin - a real glass cannon. His fellow front line fighter rolled 12 strength and 16 con and is playing a 14 strength 18 con mountain dwarf bear totem barbarian - a hit point sponge with much less offensive power. They each appreciate the others strength and weaknesses and as such don't step on each other's niche toes.
 

Yunru

First Post
2d4+1d10... if I'm going for a 3d6 variant. Still haven't worked out how to make a variant of 4d6r1... maybe 2d4+2d10r1?
 

UngeheuerLich

Adventurer
the thing about 5e (as opposed to 1e which is where I started) is that starting with a 18 or 20 in a prime stat (as long as all needed stats aren't great) helps a lot at low level but by 8th level isn't such a big deal as most characters will have added to their prime stat and any gap will have decreased. You don't have to be as nervous about imbalance in 5e as in previous editions.

i do recommend limiting arrangement unless you have a player who really wants to play a particular class.

I am running a game where a player rolled an 18 strength and a 9 con. He is playing a 20 strength 10 con half orc paladin - a real glass cannon. His fellow front line fighter rolled 12 strength and 16 con and is playing a 14 strength 18 con mountain dwarf bear totem barbarian - a hit point sponge with much less offensive power. They each appreciate the others strength and weaknesses and as such don't step on each other's niche toes.
Oh I know. I just find it nice if there have to be done some hard decisions whether to take a feat or which stat to increase. My method is still better on average than 4d6 drop lowest.
 


DMMike

Guide of Modos
3d6 straight down. If you don't like your rolls, tell your in-game mom to put you back where she found you.
 

Arial Black

Explorer
3d6 straight down. If you don't like your rolls, tell your in-game mom to put you back where she found you.
....and then locate another 16-year old, roll their stats. If you like them, keep them. If you don't, give them back to their mommy.

Eventually you'll come across a kid with real potential. Play that one.
 

pming

Adventurer
Hiya!

My "Wheel of Pain" method. It's hard to explain, but basically draw a clock-face without numbers. Now, going around the table, starting at a random person (and then going around the table), roll 4d6, keep highest 3, until 6 numbers of 10+ are generated...placing the first 10+ at "12 o'clock", the next at "1 o'clock", etc. If a roll is 9-, it goes at "6 o'clock", then "7 o'clock", etc. If you run out of high or low numbers, then any 'high' or 'low' number is ignored (as they are all filled up). Eventually you will have 12 numbered "opposite pairs" of numbers...one high, one low (e.g., "12 o'clock pairs with 6 o'clock, and 9 o'clock pairs with 3 o'clock, etc").

Now the players decide which 'pairs' they want as a group. EVERYONE gets those stats for their character, but the player's can place them where they want. The DM (me) makes a note in my books about what the "stat pairs" are, and any new characters use these as well.

This has basically killed the problem that could crop up with one player rolling really well, and another rolling really bad. It has also added even more of a sense of "group" to the, er, group. Everyone feels like they are part of an adventuring party, in stead of a bunch of random strangers who go into dungeons, kill monsters, take their treasure, and get naked together (...c'mon, at some point in the game, every PC will be naked at the same time in the same area...fireball spells, freezing waters where everyone needs to huddle together by a makeshift fire to keep from dying, being captured and stripped, etc).

Anyway, my "Wheel of Pain" is my preferred method nowadays.

^_^

Paul L. Ming
 



Maxperson

Morkus from Orkus
I have the players roll 3d6 twice, 4d6 drop lowest twice, and 5d6 drop lowest two twice. They pick which stats get which roll types prior to rolling. That way if they're looking for a big strong warrior, they might put the 5d6 rolls into strength and con. It helps them to get the character they want, while still preserving the randomness of rolling.
 

Puutuulion

First Post
Combination of focus/foible and group random, with a draft component:

Stat #1: 16, in primary attack/casting stat
Stat #2: 8, in stat of choice (generally not CON)
Stat #3: One player does roll4/keep3. Every player assigns that number to a stat of their choice.
Stat #4: A different player does roll4/keep3. Every player assigns that number to a stat of their choice.
Stat #5: A third player does roll4/keep3. Every player assigns that number to a stat of their choice.
Stat #6: A fourth player does roll4/keep3. Every player assigns that number to their remaining stat.
 


Mercule

Adventurer
I so badly want to try a dart board, sometime. It generates 1-20. Maybe give three rounds of three darts, pick six, just to hedge out any really bad throws.

No clue what I'd do with the doubles, triples, and bulls-eyes, though.
 

hejtmane

Explorer
4d6 drop the lowest 3 sets take the set you want how we did it back in the unearth arcana days but then again some of the requirements for a class were ridonculous(yes that is on purpose: ridiculous)
 

Teataine

Explorer
Our current game started with 1d8+7 in order although I'm thinking of changing it for 2d4+7 for future characters.

It keeps the good old "take what fate dealt you" feel of 3d6 in order, except it's impossible to get nigh-unudable stats or for someone to roll really well on several stats leaving no room for improvement. So randomness, but with the same spread as a standard array (8 to 15) and with space for growth.
 

Miladoon

First Post
I so badly want to try a dart board, sometime. It generates 1-20. Maybe give three rounds of three darts, pick six, just to hedge out any really bad throws.

No clue what I'd do with the doubles, triples, and bulls-eyes, though.
Howbout:

Color (X or Y) = 4
Between Double and Triple, Color +4
Between Triple and Bulls, Color +6
Double, Color x3
Triple, Color x4
Bulls = 17

Throw 7 times, drop 1

EDIT: Might never get a double though, with emphasis being to hit a bull
 

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