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Post by The Archivist on Mar 11, 2015 17:07:56 GMT -5
While I have always just used 3d6 in order, since my vision has always been average people with an adventurous spirit; I have listened to quite a few that run heroic type campaign, where the PC's are or will become legendary heroes. So I have been thinking about methods of generating scores that are compatible with that type of model. This also assumes that I did the math right. Option 1: All 6 ability scores get a base of 6 and then roll 2d6, this guarantees a min of 8 in any score and and average of 13. Option 2: All 6 ability scores get a base of 6 and then roll 3d4, this guarantees a min of 9 in any score and and average of 13.5. Option 3: All 6 ability scores get a base of 10 and then roll 2d4, this guarantees a min of 12 in any score and and average of 15. Option 4: All 6 ability scores get a base of 12 and then roll 1d6, this guarantees a min of 13 in any score and and average of 15.5. If you are running a heroic type campaign, I would welcome your comments on these, as to would you use one of them and/or would you suggest any alterations.
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Post by Deleted on Mar 11, 2015 17:58:50 GMT -5
Just looking at the minimum and average scores for a moment, it looks to me like any of the options would be fairly interchangeable if you were using only the LBB ability modifiers. If you were using the Basic-style ability modifiers then each option neatly bumps the ability score into the next higher modifier threshold. Option 1 would probably give you at least a +1 in half of your stats, while Option 2 would almost guarantee a +1 in most of them, Option 3 would guarantee +2s and Option 4 would likely net a couple of +3s.
I haven't run any games with intentionally inflated ability scores, but maybe these options can be used in a scalable 'heroism level':
Realism (e.g., you): by the book Cream-of-the-crop Realism (e.g., top professionals): Option 1 Pulp Heroes (e.g., Robin Hood): Option 2 Pulp Legends (e.g., Flash Gordon): Option 3 Four Colour Heroes (e.g., super heroes): Option 4
You could even mix and match characters from different levels: want a Buck Rogers-esque NPC to show up in the game? Roll up an Option 3 character and he'll feel appropriately superior to the normal characters next to him.
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Post by tetramorph on Mar 11, 2015 20:20:08 GMT -5
Can't really imagine using these. Goes against the spirit of 0e for me. 3d6 6 times straight down always describes heroic. No on has scored below 3!
I have also heard of rolling 7 times and dropping the lowest then arranging to taste.
I've also heard of rolling 4d6 and dropping the lowest roll.
I suppose you could combine the two.
But even the greatest heroes are just 3d6 6 times straight down the line. They have just been lucky (and well played by their "guardian angels") enough to have leveled up!
Just my 2 cp.
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Post by Admin Pete on Mar 12, 2015 7:52:50 GMT -5
I have always used 3d6 and it looks like The Archivist is saying that they do too; however, some people have campaigns and/or players that are geared towards characters that are above average in all or most respects - like Conan for instance. I have always said if my players came to me and said we want all 18's I would let them have them. It would not grant them any in game advantage.
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Post by hedgehobbit on Mar 12, 2015 9:31:53 GMT -5
There are other options that I've used over the years. The first is allowing re-rolls on 1s or 1s and 2s. What this does is increase the average roll (the average for 3d6 reroll 2s or less is about 13) and while it greatly reduces the odds of a very low score it doesn't increase the odds of an 18 very much. But there still is a chance of a low score so any result from 3 to 18 is actually possible.
The second option is the one in Runequest where each ability score has a different roll. So, for example, you can use 2d6+6 for Str, Con & Dex so the characters are physically adept but use regular 3d6 on the other scores. This will end up making magic-users and clerics more rare than fighters and thieves which is something I like. Of course, Runequest had different rolls for different races to but that's another thread.
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Post by The Archivist on Mar 16, 2015 22:17:50 GMT -5
Can't really imagine using these. Goes against the spirit of 0e for me. 3d6 6 times straight down always describes heroic. No on has scored below 3! I have also heard of rolling 7 times and dropping the lowest then arranging to taste. I've also heard of rolling 4d6 and dropping the lowest roll. I suppose you could combine the two. But even the greatest heroes are just 3d6 6 times straight down the line. They have just been lucky (and well played by their "guardian angels") enough to have leveled up! Just my 2 cp. I don't use these, I am just suggesting a few methods if you and your players want higher numbers, here are some ways to do it. YMMV.
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Post by scottanderson on Mar 27, 2015 19:54:22 GMT -5
The tic-tac-toe method tickles me. It hits the sweet spot between realistic normal scores and a little bit of player choice.
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Post by Admin Pete on Mar 28, 2015 16:19:05 GMT -5
The tic-tac-toe method tickles me. It hits the sweet spot between realistic normal scores and a little bit of player choice. Tic-tac-toe method?
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Post by scottanderson on Mar 28, 2015 16:35:48 GMT -5
Draw a tic-tac-toe board. Throw 3d6 nine times and place each result in order from top left to bottom right. Then label the columns "strength, dexterity, constitution" and the rows "intelligence, wisdom, charisma".
Each ability score can be assigned to the ability in its column or in its row, but not to both. No ability score may be used twice.
Use a seventh score multiplied by ten to determine your starting gold.
This way you get a little control over what kind of character you make, but not total control. and you avoid having a dearth of really bad scores. But the end result is fairly organic and not superheroic.
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Post by Admin Pete on Mar 28, 2015 16:45:39 GMT -5
So (almost, but not quite) roll 3d6 9 times and drop the lowest 3 scores and arrange to taste.
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Post by scottanderson on Mar 28, 2015 20:58:52 GMT -5
Sometimes you will discover that in order to maximize your class-critical abilities, you will have to put a chump score somewhere else. Sometimes you will have to sacrifice a score in order to have some starting gold.
It is very rare to get the 16-17-18 in the score you really want for the class you really want, so you end up with characters with ability scores that are very organic-looking.
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Post by Old Timer on Apr 1, 2015 11:43:38 GMT -5
I just give them the numbers I want them to have. Good players will play whatever they get and since they DM to they get it.
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Post by scottanderson on Apr 1, 2015 19:53:02 GMT -5
There it is: the only two methods to generate scores. 3d6 in order, and everything else.
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Post by Admin Pete on Apr 2, 2015 7:44:16 GMT -5
There it is: the only two methods to generate scores. 3d6 in order, and everything else.
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Post by Samson and Solomon on Apr 8, 2015 15:00:48 GMT -5
We like option 1, that seems like a good way to us. It does not inflate things too much and guarantees a min of a 7 which seems reasonable to us for PCs.
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