Nipin
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I have been thinking of using a roll system for stat generation for a long time, but the potential for game-ending whining from certain members of the group has always held me back. However, I have considered using a system which start as rolls and then fills out the stats up to a point buy total. This gives the initial randomness of rolled stats, but leaves you with a reasonably balanced (not optimal) set of stats.
The system would follow the following basic formula:
1) Use your roll system to determine stats. If the rolled stats exceed the point buy total re-roll.
2) Adjust stats until you match the appropriate point buy. For this process you may not reduce any stat lower than the rolled amount.
This general formula has several points of variation available to meet your specific needs and I will cover a few possible variations below.
1) Roll xd6 in order for stats(STR, DEX, CON, INT, WIS, then CHA)
a) If you exceed point buy total re-roll each stat in order until you are under point buy total
b) If all stats have been rerolled more than 3 times you may choose to continue rolling or use the standard array
2) Adjust stats up to meet point-buy total
1) Roll xd6 6 times.
a) If stats exceed point-buy total re-roll all stats until stats are under point-buy total
b) If stats have been rerolled more than 3 times you may choose to continue rolling or use the standard array
2) Assign stats
3) Adjust stats up to meet point-buy total.
1) Roll xd6 and drop lowest 6 times
a) if stats exceed point-buy total re-roll stats
b) if stats have been re-rolled 3 times you may choose to continue rolling or use the standard array
2) Assign stats
3) Adjust stats up to meet point-buy total
I would also suggest disallowing anything above 14-16(depending on preference and point-buy total) unless it is a rolled amount. So, a player could roll an 18 for their DEX, but could only buy up to a 14-16.
The basic idea is that you get a random base and then average your stats upward. So, everyone ends up with reasonable stats(no superheroes or unplayable builds).
I am considering using a "3d6 in-order & 20 point-buy" system in an upcoming one-shot or short campaign. 20 point-buy is our standard, but we generally end up with highly optimized builds and everyone playing very similar characters. The system would allow for some more variation and prevent the overly-optimized builds to an extent.
I would appreciate any feedback from the community.
| Mauril |
Honestly, I like the third option best. The first option (rolling in order) seems like it would put weight on the middle stats being higher, with strength based characters being ruined if they roll too high on their mental stats. No one likes coming to the table with a character concept and then being forced to play another.
In the end, though, it seems too complicated. For a similar effect, you might try 2d6+6 assigned, as a generation method.
| Some call me Tim |
Let me preface this by saying I hate ability rolling. You gonna have the first six rolls you make influence a campaign that might last years.
Anyway lets look at what you have.
D6 in order and point-buy.
I'm fine with playing just about any kind a character, but this method will kill anyone who had their heart set of a certain class. You also run the risk of getting a party of characters that isn't viable. No one rolled higher than 6 for STR so you get a party of mages. No WIS higher than 10 means no viable cleric.
The other two are very similar except you are more likely to have to throw away a too good of character in method 3 because the arrays produced will be weighted to the top end. This also means that you likely won't have a really low score (for better or for worse).
If you want a mix of randomness and fairness I would go with method 2.
However I doubt the character created will exhibit ability scores significantly different than a normal point buy.
Nipin
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Honestly, I like the third option best. The first option (rolling in order) seems like it would put weight on the middle stats being higher, with strength based characters being ruined if they roll too high on their mental stats. No one likes coming to the table with a character concept and then being forced to play another.
In the end, though, it seems too complicated. For a similar effect, you might try 2d6+6 assigned, as a generation method.
The in-order system is meant more for a short game where you determine your class and possibly race AFTER you find out your stats.
The idea is to balance power similar to a point-buy but also prevent players from walking in with a "perfect" stat array.
I guess another option could be to allow everyone to roll their stats. Then allow everyone to purchase their stats up to the same total as the individual with the highest total.
| Some call me Tim |
I guess another option could be to allow everyone to roll their stats. Then allow everyone to purchase their stats up to the same total as the individual with the highest total.
Although this almost seems like a penalty to whoever rolled the highest as he can't customize his character as much. :-(
I don't really think there are fool-proof ways to ensure both randomness and fairness.
| eakratz |
I plan on doing something similar. Here are my rules for an upcoming campaign.
Abilities scores. Roll 4d6 and drop the lowest. If the scores equate to less than a 20pt buy, you may buy enough points to equal a 20 pt buy (but no lowering of scores, just raising). (6 = -5; 5 = -7; 4 = -8; 3 = -10)
Scores won't be able to be raised above 19. I plan on letting someone keep high rolls though. I like to keep the randomness of the rolls, but not let someone be gimped by low rolls.
I wouldn't want to do a "roll in order" game however.
| Gnomezrule |
Nipin wrote:I guess another option could be to allow everyone to roll their stats. Then allow everyone to purchase their stats up to the same total as the individual with the highest total.Although this almost seems like a penalty to whoever rolled the highest as he can't customize his character as much. :-(
I don't really think there are fool-proof ways to ensure both randomness and fairness.
The campaign I am in right now I think actually came up with a system. Each person rolled the dice once and the DM rolled the 6th die. The results is the campaign default array. We are just over a 20 point buy. The DM's thinking was this kept somethings random like only rolling can, but also prevented a lucky striek from making one character uber because of good rolls while someone else ended up all lows.
Nipin
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one could also start with
10 in each stat
roll a d6( or d8) for each stat
add result to the 10 for each stat
choose race
add racial stat things
good to go
I like this method and considered something similar, but I feel a lower static number and more than one die would work out better. Perhaps start at 4 and use 3d4. All numbers are in the range 7-16 and most will end up in the middle of that range(statistically your mileage may vary). So, we are looking at mostly 10-13 with some outliers in the 14-16 or 7-9 range. We could also try 2+5d3. This gives a range of 7-17 and most rolls should end up in the range 10-14. I would still not let any player be under a 20 point-buy for my games and this method could end up with a lucky player ending up much better than average. However, the larger number of dice and lower range per die actually creates a much stronger center to the average result.