3d6!!!!


Homebrew and House Rules

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Did anyone old school actually use 3d6 in order???

I remember 4d6 (drop the lowest roll from each) then roll an extra time,assign scores in any desired order....

And where is commliness?
.
.

Strength: 3d6 ⇒ (4, 1, 3) = 8
Intelligence: 3d6 ⇒ (1, 2, 6) = 9
Wisdom: 3d6 ⇒ (2, 6, 1) = 9
Dexterity: 3d6 ⇒ (3, 2, 6) = 11
Constitution: 3d6 ⇒ (1, 6, 3) = 10
Charisma: 3d6 ⇒ (5, 1, 1) = 7

Wow....no we never used this method!!!

So the real rolls would look like

4d6 ⇒ (2, 4, 5, 6) = 174d6 ⇒ (4, 1, 4, 6) = 154d6 ⇒ (3, 1, 2, 5) = 114d6 ⇒ (4, 2, 6, 6) = 184d6 ⇒ (3, 4, 3, 5) = 154d6 ⇒ (3, 3, 1, 1) = 8

Scores would be 15,14,10,16,12,7

Bonus roll 4d6 ⇒ (6, 5, 2, 6) = 19


My Turn. Probably not optimal, this is just what I'd do:

Strength: 3d6 ⇒ (1, 3, 4) = 8
Dexterity: 3d6 ⇒ (2, 5, 1) = 8
Constitution: 3d6 ⇒ (6, 3, 5) = 14
Wisdom: 3d6 ⇒ (5, 1, 6) = 12
Intelligence: 3d6 ⇒ (3, 6, 5) = 14 +2
Charisma: 3d6 ⇒ (3, 5, 5) = 13

Ok, so I don't think she'll be going into melee and doing damage... I'm thinking that this could be a decent wizard. Maybe she'll specialise in enchantments to utilise that charisma, but she certainly won't be squishy! Human to boost the intelligence a little higher.

Strength: 3d6 ⇒ (2, 5, 6) = 13
Dexterity: 3d6 ⇒ (6, 4, 6) = 16 +2
Constitution: 3d6 ⇒ (5, 4, 6) = 15
Wisdom: 3d6 ⇒ (6, 6, 6) = 18
Intelligence: 3d6 ⇒ (1, 6, 2) = 9
Charisma: 3d6 ⇒ (6, 2, 1) = 9

This is pretty decent for any Wisdom based caster. I'm thinking ranged cleric, but not afraid to charge into battle wielding a mace if necessary. Let's go half elf, use a race trait to get longbow proficiency and a Dex boost and you're good to go!

Strength: 3d6 ⇒ (5, 6, 5) = 16
Dexterity: 3d6 ⇒ (1, 1, 3) = 5
Constitution: 3d6 ⇒ (6, 5, 2) = 13 +2
Wisdom: 3d6 ⇒ (2, 6, 1) = 9
Intelligence: 3d6 ⇒ (1, 4, 1) = 6
Charisma: 3d6 ⇒ (2, 3, 4) = 9

Look at those stats! Clearly a Barbarian, relying on the cleric to heal him up after every battle, because his AC is unlikely to be much higher than 10. I'd go half Orc and boost the Con a little.

Strength: 3d6 ⇒ (2, 3, 1) = 6
Dexterity: 3d6 ⇒ (6, 3, 1) = 10 +2
Constitution: 3d6 ⇒ (2, 5, 5) = 12 -2
Wisdom: 3d6 ⇒ (5, 1, 2) = 8
Intelligence: 3d6 ⇒ (2, 2, 6) = 10 +2
Charisma: 3d6 ⇒ (2, 4, 2) = 8

And finally, the weak link of the party. The one that the rest must carry the burden of. Maybe an elf rogue? With a bonus to Intelligence he'd have loads of skill points, and with those stats skill checks are all he's good for.

So, the party is:
Sabine, a human wizard. Physically weak but surprisingly resilient, she relies on her magic and her charms to win her battles.
Melior, a half elf cleric who deals death from afar. The obvious leader of the group, he is both physically impressive and wise beyond his years.
Boris, a brawny half orc but also a moronic klutz, even by barbarian standards. His frustration at his inability to master simple tasks fuels his rage. Sabine decided they needed a front line, and so recruited the best idiot she knew. He owes Melior his life, after every single battle.
And finally, Malior, Melior's incompetent half brother. Full elf and almost fully useless, the party only keeps him around because he's Melior's brother, and because Disable Device and Linguistics occasionally come in handy.

You know, this is actually kind of fun! If I ever run out of character ideas(unlikely, I may be new to Pathfinder but I have SO MANY plans), this is one way to generate some new ones!
Anyway, the rest of this thread has been very entertaining.


After a long hiatus, here I go again...

Shanky
STR: 3d6 ⇒ (3, 3, 2) = 8 - 2 = 6
DEX: 3d6 ⇒ (4, 3, 5) = 12 + 4 = 16
CON: 3d6 ⇒ (2, 2, 5) = 9
INT: 3d6 ⇒ (1, 2, 3) = 6
WIS: 3d6 ⇒ (3, 5, 4) = 12
CHA: 3d6 ⇒ (6, 5, 2) = 13 - 2 = 11

Shanky is a Goblin Unchained Rogue, who has learned how to gracefully wield his dogslicer to make up for his absolutely scrawny muscles. Really, he can't carry much beyond said dogslicer, his leather armor, and some thieves' tools.

Glass
STR: 3d6 ⇒ (5, 5, 2) = 12 + 2 = 14
DEX: 3d6 ⇒ (2, 2, 5) = 9
CON: 3d6 ⇒ (5, 1, 6) = 12
INT: 3d6 ⇒ (2, 3, 1) = 6
WIS: 3d6 ⇒ (1, 5, 5) = 11 + 2 = 13
CHA: 3d6 ⇒ (5, 2, 5) = 12 - 2 = 10

Glass is an Oread Invulnerable Rager Barbarian. She's not that good at dodging, so she does her best to cut through enemies before they can take her down.

Jimmy
STR: 3d6 ⇒ (5, 4, 5) = 14 + 2 = 16
DEX: 3d6 ⇒ (2, 2, 6) = 10
CON: 3d6 ⇒ (1, 6, 5) = 12
INT: 3d6 ⇒ (3, 1, 6) = 10
WIS: 3d6 ⇒ (1, 2, 3) = 6
CHA: 3d6 ⇒ (2, 2, 2) = 6

Jimmy is a human fighter. He's got some decent power behind his arms, and with some advanced weapon techniques he might actually end up going somewhere.

Lustria
STR: 3d6 ⇒ (2, 4, 3) = 9
DEX: 3d6 ⇒ (2, 4, 1) = 7
CON: 3d6 ⇒ (1, 5, 1) = 7
INT: 3d6 ⇒ (4, 5, 4) = 13
WIS: 3d6 ⇒ (5, 6, 5) = 16 + 2 = 18
CHA: 3d6 ⇒ (2, 1, 4) = 7

Lustria is a half-elf druid. With no physical stats to speak of, her main duty is to cast buffs on her allies and to make life difficult for her enemies. Her animal companion also provides some much-needed help on the front line. Her wild shape is mainly reserved for turning into a bird and flying away when enemies get too close.


STR: 3d6 ⇒ (6, 6, 3) = 15
DES: 3d6 ⇒ (1, 4, 6) = 11
CON: 3d6 ⇒ (5, 4, 4) = 13
INT: 3d6 ⇒ (6, 4, 1) = 11
WIS: 3d6 ⇒ (2, 5, 2) = 9
CHA: 3d6 ⇒ (2, 4, 6) = 12

Slightly attractive strong guy who lacks insight. So maybe a cavalier


Str: 3d6 ⇒ (2, 5, 3) = 10
Dex: 3d6 ⇒ (1, 5, 6) = 12
con: 3d6 ⇒ (4, 4, 3) = 11
Int: 3d6 ⇒ (1, 5, 6) = 12
Wis: 3d6 ⇒ (3, 3, 1) = 7
Cha: 3d6 ⇒ (3, 1, 2) = 6

Very reclusive and shy wizard?


Str: 3d6 ⇒ (5, 5, 4) = 14
Dex: 3d6 ⇒ (4, 1, 3) = 8
con: 3d6 ⇒ (3, 6, 4) = 13
Int: 3d6 ⇒ (6, 2, 4) = 12
Wis: 3d6 ⇒ (2, 3, 1) = 6
Cha: 3d6 ⇒ (4, 6, 3) = 13

Liberty's Edge

That looks like a good Bloodrager or Paladin (Nagaji ftw)


Str: 3d6 ⇒ (2, 3, 6) = 11 +4 = 15
Dex: 3d6 ⇒ (2, 2, 4) = 8
Con: 3d6 ⇒ (1, 4, 4) = 9
Int: 3d6 ⇒ (2, 3, 3) = 8 -2 = 6
Wis: 3d6 ⇒ (2, 3, 1) = 6 -2 = 4
Cha: 3d6 ⇒ (1, 3, 3) = 7 -2 = 5
Am Orc Barbarian. Am have very bad Will saves.


Str: 3d6 ⇒ (2, 6, 6) = 14
Dex: 3d6 ⇒ (4, 1, 1) = 6
Con: 3d6 ⇒ (3, 4, 5) = 12
Int: 3d6 ⇒ (3, 6, 1) = 10
Wis: 3d6 ⇒ (3, 2, 5) = 10
Cha: 3d6 ⇒ (4, 1, 3) = 8

Looks like Barbarian.


Str: 3d6 ⇒ (2, 1, 1) = 4
Dex: 3d6 ⇒ (2, 1, 5) = 8
con: 3d6 ⇒ (3, 4, 3) = 10
Int: 3d6 ⇒ (5, 6, 4) = 15
Wis: 3d6 ⇒ (6, 5, 3) = 14
Cha: 3d6 ⇒ (5, 1, 5) = 11


Str: 3d6 ⇒ (2, 6, 5) = 13
Dex: 3d6 ⇒ (2, 2, 4) = 8
Con: 3d6 ⇒ (3, 6, 3) = 12
Int: 3d6 ⇒ (3, 6, 2) = 11
Wis: 3d6 ⇒ (1, 4, 3) = 8
Cha: 3d6 ⇒ (5, 5, 6) = 16

A sorcerer of some sort, half-orc most likely, or gnome, probably Dragon bloodline branching off into the dragon disciple prestige class.. definitely a gnome.


Str: 3d6 ⇒ (2, 5, 1) = 8
Dex: 3d6 ⇒ (3, 1, 4) = 8 +2 = 10
Con: 3d6 ⇒ (6, 6, 4) = 16
Int: 3d6 ⇒ (5, 4, 5) = 14 +2 = 16
Wis: 3d6 ⇒ (1, 4, 1) = 6 -2 = 4
Cha: 3d6 ⇒ (5, 1, 4) = 10
A surprisingly non-squishy wizard with bad eyesight who dispenses buffs then lets their familiar do the actual fighting. Daemon-spawn Tiefling.


Strength: 3d6 ⇒ (6, 1, 6) = 13
Dexterity: 3d6 ⇒ (4, 6, 5) = 15
Constitution: 3d6 ⇒ (3, 3, 6) = 12
Intelligence: 3d6 ⇒ (4, 3, 5) = 12
Wisdom: 3d6 ⇒ (1, 3, 4) = 8
Charisma: 3d6 ⇒ (6, 1, 6) = 13

Hmmm... With these stats, I'd go with a halfling Mouser Swashbuckler.


KenderKin wrote:

Did anyone old school actually use 3d6 in order???

I remember 4d6 (drop the lowest roll from each) then roll an extra time,assign scores in any desired order....

I know we didn't use it typically. Normally it would be roll 3d6 and arrange to taste.

In AD&D, if you chose roll 3d6 the options typically had it so that if you didn't have at least two 15's you rolled again (and I think that's actually by the book-AD&D PHB pg9!).


For Iron Gods I rolled 3d6 in order and made a random class and race table.

I ended up with a Dwarven Oracle, one of my favorite characters ever.


Yeah, most dice rolling char gen systems have some kind of minimum barrier to entry for a character, so that players aren't totally screwed over by dice.


OK, I promised myself I'll get back to revision after this:

Strength: 3d6 ⇒ (5, 6, 6) = 17 +2
Dexterity: 3d6 ⇒ (4, 6, 1) = 11
Constitution: 3d6 ⇒ (2, 5, 5) = 12
Intelligence: 3d6 ⇒ (1, 6, 5) = 12
Wisdom: 3d6 ⇒ (1, 4, 6) = 11
Charisma: 3d6 ⇒ (4, 1, 2) = 7

Fighty Redblade the Human Fighter is strong but otherwise average, and so he specialises in one thing only: Slicing things up with his longsword. He set out to travel the world and prove his valour. The usual.

Strength: 3d6 ⇒ (1, 2, 3) = 6
Dexterity: 3d6 ⇒ (1, 2, 3) = 6 +2
Constitution: 3d6 ⇒ (2, 1, 2) = 5 -2
Intelligence: 3d6 ⇒ (6, 4, 3) = 13 +2
Wisdom: 3d6 ⇒ (6, 1, 1) = 8
Charisma: 3d6 ⇒ (5, 5, 1) = 11

Physically, Tymothy is a pathetic elf. However, he's mentally above average, and so resorted to the arcane arts. He focuses on evocation, conjuration and illusion, hoping to distract people from his feeble frame with flashy magic spells. He joined forces with Redblade to avoid having to carry his own luggage, because the contents of his spell component pouch are about all he can lift.

Strength: 3d6 ⇒ (3, 1, 2) = 6
Dexterity: 3d6 ⇒ (4, 1, 4) = 9
Constitution: 3d6 ⇒ (4, 5, 3) = 12 +2
Intelligence: 3d6 ⇒ (6, 5, 2) = 13
Wisdom: 3d6 ⇒ (5, 6, 1) = 12 +2
Charisma: 3d6 ⇒ (2, 4, 4) = 10 -2

Here we have a rather average dwarf, known as Weedy. By multiclassing wizard/cleric and then going into mystic theurge, Weedy hopes to compensate for his physical weakness by throwing around magic to make other people more impressive. By buffing the melee and then positioning himself between Tymothy and the danger (e.g. a stiff breeze, a 1HD housecat), he manages to be a useful member of the party. And when Tymothy stubs his toe and drops into negative HP, Weedy is there to save the day with Cure Light Wounds!

Strength: 3d6 ⇒ (6, 3, 5) = 14 +2
Dexterity: 3d6 ⇒ (5, 2, 5) = 12
Constitution: 3d6 ⇒ (4, 5, 6) = 15
Intelligence: 3d6 ⇒ (5, 2, 1) = 8
Wisdom: 3d6 ⇒ (1, 6, 2) = 9
Charisma: 3d6 ⇒ (5, 5, 2) = 12

And finally, we have Fyrun, the half-orc bloodrager. He's actually pretty competent, adding a bit of extra magic and a lot of extra rage into the equation. He joined the party after Fighty beat him in an arm wrestling competition, seeking to prove his strength.

I quite like this party, actually. They have a nice synergy, with two casters and two front line fighters. I think they'll do quite well, until poor Tymothy gets killed by an arrow or a magic missile. Given that 1d6-4 is not much of a health gain per level, it'll probably only take one, and then they might have some trouble...


strength: 3d6 ⇒ (2, 6, 5) = 13
dexterity : 3d6 ⇒ (2, 4, 1) = 7
constitution: 3d6 ⇒ (2, 2, 6) = 10
intelligence : 3d6 ⇒ (4, 4, 1) = 9
wisdom: 3d6 ⇒ (6, 1, 5) = 12
charisma: 3d6 ⇒ (1, 5, 2) = 8
A commoner, a almost good fighter with a mediocre will save?

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