Ability Score Generation Systems


Homebrew and House Rules


This is the stat generation method I'm leaning toward using next time I get the chance:

Elite+(1d6+2)
Every character starts with the elite array, arranged to taste: 15, 14, 13, 12, 10, 8. Roll 1d6+2. You get this many points to adjust ability scores. Apply racial adjustments after point-buy. Costs are as follows:

Score is 8 to 13: 1 point for a +1 to score.
Score is 14 or 15: 2 points for a +1 to score.
Score is 16 or 17: 3 points for a +1 to score.
Score is 18 or 19: 4 points for a +1 to score.

For example, Bob rolls a 3, giving him 5 points to adjust his array. He spends 2 points to raise the 8 to a 10 (1 point to get to 9, 1 point to get to 10). He spends 3 points to raise the 15 to a 16. This gives Bob this array: 16, 14, 13, 12, 10, 10 (before racial adjustments). Let's make Bob's character a dwarf (+2 Con, +2 Wis, -2 Cha). Bob ends up with these scores (after racial adjustments): STR 14, DEX 13, CON 18, INT 10, WIS 12, CHA 10.

Level Increases
Every four levels, a character gets 4 more points to spend on raising his ability scores. For example, Bob's PC hits 4th level. Bob spends to 2 points to raise his INT from 10 to 12 and 2 more points to raise his STR from 14 to 15.

What about you?

-- Mark L. Chance (http://spesmagna.com/)


Pair of Cards
Take the 4-9 cards of two suits from a deck of playing cards, shuffle, and draw two cards per stat.

you can do this straight down, choose which stat each pair are for, or whatever system you want once the pairs are chosen.

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