Varied but Fair Ability Score Method (and random character creation)


Homebrew and House Rules


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I am usually a point-buy person, but I think random score generation has it's uses and advantages, so this is my attempt to make it work for me. If you dislike the randomness, check below for a new way of choosing your scores.

One thing I never liked about rolling is it churns out characters who have no place in a dungeon. Every table allows people to re-roll scores that are too low, but I hate that kind of thing unless there's a formal rule. And I've never seen a formal definition of "too low" I didn't hate.

Here's a system to generate random scores without any characters being super powered or feeble.

The System

Ability scores are created in pairs. To create a pair:

  • Generate the first score by rolling 3d6
  • Generate the second score by subtracting the first from 21
  • Add 4 to the lowest score in the pair

    Create three pairs and assign each score as you please.

    Using this method a character's scores will average at 12.5, cap at 18 and bottom out at 7. PCs won't be exactly equal, but they'll be in the same league.

    The possible pairs are:

  • 18 & 7
  • 17 & 8
  • 16 & 9
  • 15 & 10
  • 14 & 11
  • 13 & 12

    And that's it! Here are some options and variants.

    More Extreme Scores:
    Generate pairs by using the list above as a d6 table.

    Scores will average the same, but you'll see a lot more 18s and 7s.
    This method can increase the disparity between party members, but not too badly. It's a bit more powerful than the standard method.

    High and Low Fantasy Scores:
    You can adjust this system by changing the number you add to the lowest score in each pair.

    * For Brutal scores, add 1 instead of 4
    * For Low Fantasy scores, add 2 instead of 4
    * For High Fantasy scores, add 6 instead of 4
    * For Epic Fantasy scores, add 7 instead of 4

    Note that Brutal has 8 possible pairings, Low has 7, High has 5 and Epic has 4. If you're using Extreme Scores you should account for that by adjusting the size of the table.
    Extreme Scores should work better on higher settings. I don't recommend using it with Brutal.

    Quicker Non-Random Scores:
    If that's still too random, you can allow players to choose possible pairs from the list.

    * Your first pair can be anything you want.
    * You second pair must be at least as close to the bottom of the list as your first was to the top
    * Your final pair must be closer on the list to your second pick than to your first.

    If you're using lower scores than normal, put the extra pairings at the bottom of the list.

    Old School Character Randomisation:

    Under this system, the old tradition of assigning your scores before choosing your class seems a lot more reasonable. At the very least it's an interesting change of pace.

    Generate your scores,write them on index cards and shuffle. Alternatively, write a letter from A to F next to each one and have somebody else assign each letter without looking.

    Since we're randomising stuff, close your eyes, get someone to pass you the ARG without telling you which way up it is and blindly open a page. Congratulations on your new race.
    If you open on anything that's not part of a race entry, your race is Human.
    Decide ahead of time if unusually powerful races are allowed. If they're not, "re-roll" them.
    If you get a race with a floating score bonus, assign it by rolling a d6.

    Randomise alignments too by rolling d6s:

    Morals
    1-3 = good
    4-5 = neutral
    6 = evil

    For no-evil-allowed games
    1-4 = good
    5-6 = neutral

    Ethics
    1-2 = lawful
    3-4 = neutral
    5-6 = chaotic

    If your race is known for having a particular alignment, increase its range by 1 and decrease the range of the opposite alignment by 1 (so a goblin would be good on a 1-2, neutral on a 3-4 and evil on a 5-6).

    If you want to start with a class that's incompatible with your rolled alignment, change your alignment the minimum number of steps you need to qualify.
    It's assumed that you were originally unsuitable, but your training gave you a new outlook.

    And that's that. Comments appreciated.


  • There were parts of that I had to read twice to understand, but I think I got it. You method is intended to ensure there are no overpowered or feeble characters. Characters with a high score will be paired with a low score. The math seems to back that up.


    That is correct. I will see if I can clarify it a little in the time I have left.

    It's supposed to mean rolling determines how extreme your scores are, rather than how good. In practice, more extreme pairs will usually be better, but they're not strictly so.

    I should have said, the default method presented here is as powerful as standard 4d6 drop lowest or standard fantasy point buy.

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