Generating Stats dice method help


Homebrew and House Rules


My group prefers to roll stats over point buy, but my group is also used to epic fantasy stats(my current character is 18, 18, 16, 15, 14, 14 and he's not even the best at our table). I'm going to be running a horror themed adventure(and then carrion crown if they enjoy it), but I want the characters to be significantly less powerful but still roll stats. Here's what I'm thinking:
3d6 treat all 1's and 2's as 3's.
This generates stats between 9 and 18 weighted heavily towards twelve. I'm thinking of let then roll 7 sets keep 6.

What do you all think?

The Exchange

CHANCES OF GETTING A PARTICULAR RESULT FROM 3D6

When you roll three six sided dice for your abilities you open a can of worms where the population is spread across the bell curve of two hundred and sixteen possible results for each of the six abilities (Strength, Intelligence, Wisdom, Dexterity, Constitution, Charisma).

3D6...................TALLY..................PERCENT
3.......................1.......................0.46%
4.......................3.......................1.38%
5.......................6.......................2.77%
6.......................10......................4.62%
7.......................15......................6.94%
8.......................21......................9.72%
9.......................25.....................11.57%
10......................27.....................12.5%
11......................27.....................12.5%
12......................25.....................11.57%
13......................21......................9.72%
14......................15......................6.94%
15......................10......................4.62%
16.......................6......................2.77%
17.......................3......................1.38%
18.......................1......................0.46%


You had to go and bring math into this did you? My brain's not functioning at full capacity, I know there's an easier way to do this but here we go.

Possible Die rolls:
1 1 1 = 9
1 1 2 = 9
1 1 3 = 9
1 1 4 = 10
1 1 5 = 11
1 1 6 = 12
1 2 1 = 9
1 2 2 = 9
1 2 3 = 9
1 2 4 = 10
1 2 5 = 11
1 2 6 = 12
1 3 1 = 9
1 3 2 = 9
1 3 3 = 9
1 3 4 = 10
1 3 5 = 11
1 3 6 = 12
1 4 1 = 10
1 4 2 = 10
1 4 3 = 10
1 4 4 = 11
1 4 5 = 12
1 4 6 = 13
1 5 1 = 11
1 5 2 = 11
1 5 3 = 11
1 5 4 = 12
1 5 5 = 13
1 5 6 = 14
1 6 1 = 12
1 6 2 = 12
1 6 3 = 12
1 6 4 = 13
1 6 5 = 14
1 6 6 = 15
2 1 1 = 9
2 1 2 = 9
2 1 3 = 9
2 1 4 = 10
2 1 5 = 11
2 1 6 = 12
2 2 1 = 9
2 2 2 = 9
2 2 3 = 9
2 2 4 = 10
2 2 5 = 11
2 2 6 = 12
2 3 1 = 9
2 3 2 = 9
2 3 3 = 9
2 3 4 = 10
2 3 5 = 11
2 3 6 = 12
2 4 1 = 10
2 4 2 = 10
2 4 3 = 10
2 4 4 = 11
2 4 5 = 12
2 4 6 = 13
2 5 1 = 11
2 5 2 = 11
2 5 3 = 11
2 5 4 = 12
2 5 5 = 13
2 5 6 = 14
2 6 1 = 12
2 6 2 = 12
2 6 3 = 12
2 6 4 = 13
2 6 5 = 14
2 6 6 = 15
3 1 1 = 9
3 1 2 = 9
3 1 3 = 9
3 1 4 = 10
3 1 5 = 11
3 1 6 = 12
3 2 1 = 9
3 2 2 = 9
3 2 3 = 9
3 2 4 = 10
3 2 5 = 11
3 2 6 = 12
3 3 1 = 9
3 3 2 = 9
3 3 3 = 9
3 3 4 = 10
3 3 5 = 11
3 3 6 = 12
3 4 1 = 10
3 4 2 = 10
3 4 3 = 10
3 4 4 = 11
3 4 5 = 12
3 4 6 = 13
3 5 1 = 11
3 5 2 = 11
3 5 3 = 11
3 5 4 = 12
3 5 5 = 13
3 5 6 = 14
3 6 1 = 12
3 6 2 = 12
3 6 3 = 12
3 6 4 = 13
3 6 5 = 14
3 6 6 = 15
4 1 1 = 10
4 1 2 = 10
4 1 3 = 10
4 1 4 = 11
4 1 5 = 12
4 1 6 = 13
4 2 1 = 10
4 2 2 = 10
4 2 3 = 10
4 2 4 = 11
4 2 5 = 12
4 2 6 = 13
4 3 1 = 10
4 3 2 = 10
4 3 3 = 10
4 3 4 = 11
4 3 5 = 12
4 3 6 = 13
4 4 1 = 11
4 4 2 = 11
4 4 3 = 11
4 4 4 = 12
4 4 5 = 13
4 4 6 = 14
4 5 1 = 12
4 5 2 = 12
4 5 3 = 12
4 5 4 = 13
4 5 5 = 14
4 5 6 = 15
4 6 1 = 13
4 6 2 = 13
4 6 3 = 13
4 6 4 = 14
4 6 5 = 15
4 6 6 = 16
5 1 1 = 11
5 1 2 = 11
5 1 3 = 11
5 1 4 = 12
5 1 5 = 13
5 1 6 = 14
5 2 1 = 11
5 2 2 = 11
5 2 3 = 11
5 2 4 = 12
5 2 5 = 13
5 2 6 = 14
5 3 1 = 11
5 3 2 = 11
5 3 3 = 11
5 3 4 = 12
5 3 5 = 13
5 3 6 = 14
5 4 1 = 12
5 4 2 = 12
5 4 3 = 12
5 4 4 = 13
5 4 5 = 14
5 4 6 = 15
5 5 1 = 13
5 5 2 = 13
5 5 3 = 13
5 5 4 = 14
5 5 5 = 15
5 5 6 = 16
5 6 1 = 14
5 6 2 = 14
5 6 3 = 14
5 6 4 = 15
5 6 5 = 16
5 6 6 = 17
6 1 1 = 12
6 1 2 = 12
6 1 3 = 12
6 1 4 = 13
6 1 5 = 14
6 1 6 = 15
6 2 1 = 12
6 2 2 = 12
6 2 3 = 12
6 2 4 = 13
6 2 5 = 14
6 2 6 = 15
6 3 1 = 12
6 3 2 = 12
6 3 3 = 12
6 3 4 = 13
6 3 5 = 14
6 3 6 = 15
6 4 1 = 13
6 4 2 = 13
6 4 3 = 13
6 4 4 = 14
6 4 5 = 15
6 4 6 = 16
6 5 1 = 14
6 5 2 = 14
6 5 3 = 14
6 5 4 = 15
6 5 5 = 16
6 5 6 = 17
6 6 1 = 15
6 6 2 = 15
6 6 3 = 15
6 6 4 = 16
6 6 5 = 17
6 6 6 = 18

3d6 Tally Percent Cumulative Reverse Cumulative
9..........27........12.5%............12.5%................100.1%
10.........27........12.5%............25.0%................87.6%
11.........36........16.7%............41.7%................75.1%
12.........46........21.3%............63.0%................58.4%
13.........30........13.9%............76.9%................37.1%
14.........24........11.1%............88.0%................23.2%
15.........16........07.4%............95.4%................12.1%
16.........06........02.8%............98.2%................04.7%
17.........03........01.4%............99.6%................01.9%
18.........01........00.5%............100.1%...............00.5%

I think this looks pretty good. I think I will make a roll of 1 1 1 into a natural 18, which will make you more likely to have > 14 then to have a 9(it actually reverses the chances, from a 12.5% of having a nine and a 12.1% of 15+ to 12.1% of 9 to 12.5% of 15+) If I weren't so tired that'd probably be obvious.

But I'd still like to know what more experienced GMs or players think of this method.

Shadow Lodge

I am not particularly fond of super-elite arrays. After a while, it essentially becomes, "Why can't I just take 18 in everything and forget about rolling?"

If you want randomization of stats, it's important to allow for the possibility of low stats. 4d6, drop lowest, arrange as desired has stood the test of time for very good reasons. However, if you prefer higher stats, there are other ways to keep high stats while giving up some control.

Method III from the 1e DMG is one such way I've used. You roll 3d6 six times, and take the highest score. That's your Strength. Do it again six times, the highest score is your Dexterity. So on for all six abilities. Chances that each score is decent is good. However, you give up control of putting which score where! Your character choice will be impacted by this.

The real challenge, though, will not be in the selection of randomization method. It will be in convincing your players that PCs can be good with lower overall stats.

I learned about one method, called Stat Draft, introduced through the Aquerra campaign. Basically, the DM rolls up all the stats ahead of time, using whatever method you like (4d6 drop lowest, for example). You roll them enough times to have the same number of stats per ability as PCs, plus a seventh category called Wild. So, for four players, you would have four Strength scores, four Dexterity scores, and so on, including four Wild scores.

Then, in turn, the players choose stats. First round is by dice, but for each successive round, the player which chose the lowest score in the previous round chooses first in the next round, and so on, with the highest score picker going last in the next round. Compare total ability scores in the case of ties, with going later in the previous round the finishing tiebreaker. A player who chooses a Strength 15 gets a Strength of 15. A player who has chosen a Wild score can place that score in any ability slot at the very end (but not any spot where they've already chosen a score). Continue until everyone has six abilities.

It's more complicated, but it gives all players a better chance to have balanced abilities, and drives the players to negotiate roles before the game.


InVinoVeritas wrote:
4d6, drop lowest, arrange as desired has stood the test of time for very good reasons.

This is, by far, my favorite method. One alternate method I've used that was kinda fun was:

Roll 12 dice and take the highest 9. Arrange those 9 in a 3x3 grid however you would like to arrange them. From the 8 possible combinations (3 across, 3 down, 2 diagonal) pick 6 different ones for stats.

Example: Rolls of 1,1,2,2,3,4,4,4,5,6,6,6. Drop the 1s and a 2.

654
462
346

You get an 18 from the diagonal 6s
2x15s (654 across and down)
3x13s (643 across, down and diagonal)


Phi'Shaw DM wrote:

My group prefers to roll stats over point buy, but my group is also used to epic fantasy stats(my current character is 18, 18, 16, 15, 14, 14 and he's not even the best at our table). I'm going to be running a horror themed adventure(and then carrion crown if they enjoy it), but I want the characters to be significantly less powerful but still roll stats. Here's what I'm thinking:

3d6 treat all 1's and 2's as 3's.
This generates stats between 9 and 18 weighted heavily towards twelve. I'm thinking of let then roll 7 sets keep 6.

What do you all think?

Why not 2d6+6?

The minimum is an 8.
Let them roll twice 9 times instead of six and keep the top six.


We are going to do 2d6+6 Six times, find the point buy value then adjust up to 2 stats to get it to a 25 point buy. (Max 18 up, Min 10 Down but could start with an 8 or 9 if they roll them and don't adjust them). That way they don't completely pick their stats, but there is some power limit.

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