Alternate Dice Rolling for Attributes
Alternate Dice Rolling for Attributes
I'm working on my campaign notes and I tend to want my players to be representative of the "cream of the crop" of their races, so I really don't plan on using straight 3d6 rolls for attributes, and I was considering an alternative.
Of course, there is always the old favorite of roll 4d6, keep the best 3.
the one I'm currently leaning towards in my battered old skull is to roll 2d6+6 six times and place as desired.
My question is, has anyone tried this method for creating the player characters, and if so, how did it affect your campaign?
I realize that the likelihood of any negative attribute modifers will be seriously reduced, but I don't necessarily think that is a bad thing, since, as I stated above, I want the adventurers to be exceptional representatives of their species.
Any thoughts, comments or experiences that you wish to share that I might want to consider before heading down this path?
Thanks in advance for any opinions and/or experiences.
Of course, there is always the old favorite of roll 4d6, keep the best 3.
the one I'm currently leaning towards in my battered old skull is to roll 2d6+6 six times and place as desired.
My question is, has anyone tried this method for creating the player characters, and if so, how did it affect your campaign?
I realize that the likelihood of any negative attribute modifers will be seriously reduced, but I don't necessarily think that is a bad thing, since, as I stated above, I want the adventurers to be exceptional representatives of their species.
Any thoughts, comments or experiences that you wish to share that I might want to consider before heading down this path?
Thanks in advance for any opinions and/or experiences.
- Omote
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If I may, this is the method I have been using for my C&C games, and even a fellow CK has switched to this method. I think for the most part, the players like the mix that this method creates.
http://omote076.googlepages.com/Attribu ... Method.pdf
For the record, some time ago I heard of a similar method on these very boards and modified it due to taste.
-O
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http://omote076.googlepages.com/Attribu ... Method.pdf
For the record, some time ago I heard of a similar method on these very boards and modified it due to taste.
-O
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Very interesting Omote, thanks very much for sharing the matrix.
I'll have to sit down and work up a few sets of numbers that way to see how it goes.
One of the reasons I posted my original question, is that I can forsee having some possible balking by my players using the 2d6+6 method, but your matrix allows for a much larger range of possibilities for the player, I think.
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I'll have to sit down and work up a few sets of numbers that way to see how it goes.
One of the reasons I posted my original question, is that I can forsee having some possible balking by my players using the 2d6+6 method, but your matrix allows for a much larger range of possibilities for the player, I think.
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- Go0gleplex
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Interesting...very interesting. may give that 2d6+6 a try sometime...
though I think I'll make them iron man the placement since they get a freebie 6.
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though I think I'll make them iron man the placement since they get a freebie 6.
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Used one for a bit that was 3d4 and every score started with a 6
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- Omote
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Malakor wrote:
Very interesting Omote, thanks very much for sharing the matrix.
I'll have to sit down and work up a few sets of numbers that way to see how it goes.
One of the reasons I posted my original question, is that I can forsee having some possible balking by my players using the 2d6+6 method, but your matrix allows for a much larger range of possibilities for the player, I think.
Originally I was doing multiple sets of 3d6 and place where desired. Even then, the players seemed to be getting bummed out with 3 sets to choose from and having multiple bad stats. The matrix method keeps those low numbers in there, but it's easier to mix it up. Out of about 30 or so characters, I have not seen a super-character come up through this matrix method yet, though admittadly it's easier to do.
-O
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I just let my players do it however they wish, even just write them in.
Surprisingly, they rarely write them in, they use some rolling method most of the time.
The important things is they are ALWAYS happy with their attributes.
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Surprisingly, they rarely write them in, they use some rolling method most of the time.
The important things is they are ALWAYS happy with their attributes.
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Since its 20,000 I suggest "Captain Nemo" as his title. Beyond the obvious connection, he is one who sails on his own terms and ignores those he doesn't agree with...confident in his journey and goals.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.
Sounds obvious to me! -Gm Michael
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You can also try this one, though it's not designed for the "cream of the crop" you want.
2d6+6 generates an average score of 13 while straight 3d6 generates an average of 11. If you're looking for the cream of the crop, this might not be good enough. Try 1d6+12, which gives an average of 16.
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2d6+6 generates an average score of 13 while straight 3d6 generates an average of 11. If you're looking for the cream of the crop, this might not be good enough. Try 1d6+12, which gives an average of 16.
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Lord Dynel
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Two sets of die-rolling methods I think might be useful (if I'm repeating anything linked, my apologies...I didn't open any) - one I've tried and one I haven't, but look forward to.
First, the one I've tried, is very similar to the 1d6+12, but not quite as powerful - 1d8+10. It gives a lower low stat (11, as opposed to 13) and a lower average (14-15 as opposed to 15-16) but still gives a definite "cream of the crop" feel.
The other one I'd suggest just sounds fun. I haven't tried it, yet, but I want to. Players begin with a dice pool of 24d6, and may assign any amount of dice to an ability, with a minimum of three. Players then roll dice for each ability, keeping the best three and record ability scores. For example, say I want a fighter with a high Strength and Constitution and decent Wisdom and Dexterity I might divide my dice pool like so - 5d6 Str, 4d6 Dex, 5d6 Con, 3d6 Int, 4d6 Wis, and 3d6 Cha. If I really wanted to make sure I had an awesome Str and Con I could do them both at 6d6 and cut back Wis and Dex...you get the idea. It sounds like an interesting method.
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First, the one I've tried, is very similar to the 1d6+12, but not quite as powerful - 1d8+10. It gives a lower low stat (11, as opposed to 13) and a lower average (14-15 as opposed to 15-16) but still gives a definite "cream of the crop" feel.
The other one I'd suggest just sounds fun. I haven't tried it, yet, but I want to. Players begin with a dice pool of 24d6, and may assign any amount of dice to an ability, with a minimum of three. Players then roll dice for each ability, keeping the best three and record ability scores. For example, say I want a fighter with a high Strength and Constitution and decent Wisdom and Dexterity I might divide my dice pool like so - 5d6 Str, 4d6 Dex, 5d6 Con, 3d6 Int, 4d6 Wis, and 3d6 Cha. If I really wanted to make sure I had an awesome Str and Con I could do them both at 6d6 and cut back Wis and Dex...you get the idea. It sounds like an interesting method.
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You can also just do something like this:
Roll 2d6 for each attribute and compare to the following --
2 - 3 = 12
4 - 5 = 13
6 - 7 = 14
8 - 9 = 15
10 = 16
11 = 17
12 = 18
This way, there is a true average yielding an above-average attribute value, and even on a crappy roll, you still get a decent high-average value fr the attribute.
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Roll 2d6 for each attribute and compare to the following --
2 - 3 = 12
4 - 5 = 13
6 - 7 = 14
8 - 9 = 15
10 = 16
11 = 17
12 = 18
This way, there is a true average yielding an above-average attribute value, and even on a crappy roll, you still get a decent high-average value fr the attribute.
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serleran wrote:
You can also just do something like this:
Roll 2d6 for each attribute and compare to the following --
2 - 3 = 12
4 - 5 = 13
6 - 7 = 14
8 - 9 = 15
10 = 16
11 = 17
12 = 18
This way, there is a true average yielding an above-average attribute value, and even on a crappy roll, you still get a decent high-average value fr the attribute.
I like this approach. Gonna try it out.
- maasenstodt
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While the results may not be as exceptional as you desire, my time tested method for any version of D&D that uses the B/X attribute modifier scheme is this:
Players assign their characters' attribute scores however they wish, with two caveats. First, no two attributes can have the same score. Second, the sum of all attribute modifiers must not be greater than +2. Both of these caveats can be overcome by subsequent racial attribute modifiers.
Using this method has consistently led to the creation of diverse, capable, yet imperfect characters in our campaigns.
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Players assign their characters' attribute scores however they wish, with two caveats. First, no two attributes can have the same score. Second, the sum of all attribute modifiers must not be greater than +2. Both of these caveats can be overcome by subsequent racial attribute modifiers.
Using this method has consistently led to the creation of diverse, capable, yet imperfect characters in our campaigns.
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Lord Dynel
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maasenstodt wrote:
While the results may not be as exceptional as you desire, my time tested method for any version of D&D that uses the B/X attribute modifier scheme is this:
Players assign their characters' attribute scores however they wish, with two caveats. First, no two attributes can have the same score. Second, the sum of all attribute modifiers must not be greater than +2. Both of these caveats can be overcome by subsequent racial attribute modifiers.
Using this method has consistently led to the creation of diverse, capable, yet imperfect characters in our campaigns.
Interesting method, sir. Giving everyone their reins to do as they will within set guidelines. Interesting.
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LD's C&C creations - CL Checker, a witch class, the half-ogre, skills, and 0-level rules
Troll Lord wrote:Lord D: you understand where I"m coming from.
3d6 and the lowest die becomes a 6.
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boxcornersdiety
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maasenstodt wrote:
While the results may not be as exceptional as you desire, my time tested method for any version of D&D that uses the B/X attribute modifier scheme is this:
Players assign their characters' attribute scores however they wish, with two caveats. First, no two attributes can have the same score. Second, the sum of all attribute modifiers must not be greater than +2. Both of these caveats can be overcome by subsequent racial attribute modifiers.
Using this method has consistently led to the creation of diverse, capable, yet imperfect characters in our campaigns.
I use a similar system in my games, but get rid of the attributes and only use the modifiers, as follows:
1. Players assign their characters' attributes however they wish between -2 and +3.
2. The sum of all attribute modifiers must not be greater than +4 (you could use +3 or +2 for more moderate characters).
3. At most one +3
4. At most two +2
5. At most two -1 or one -2
6. The racial modifiers apply directly to the attribute modifiers, and can overcome the above limitations.
Though this is slightly complicated for initially assigning the scores, it gets rid of the need to have the ability scores at all. I think this simplifies things for new players a bit.
- maasenstodt
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boxcornersdiety wrote:
I use a similar system in my games, but get rid of the attributes and only use the modifiers, as follows:
1. Players assign their characters' attributes however they wish between -2 and +3.
2. The sum of all attribute modifiers must not be greater than +4 (you could use +3 or +2 for more moderate characters).
3. At most one +3
4. At most two +2
5. At most two -1 or one -2
6. The racial modifiers apply directly to the attribute modifiers, and can overcome the above limitations.
Though this is slightly complicated for initially assigning the scores, it gets rid of the need to have the ability scores at all. I think this simplifies things for new players a bit.
Going the True20 route, no? I can certainly see the benefit from a simplicity standpoint, but losing that larger attribute range is something I'd personally have a hard time doing without.
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