In Dungeons and Dragons ability scores are not only one of the first things you do when creating a character, but also the base upon which everything else stands. I've heard a lot of whining when it comes to how these scores are generated across the different editions of the game. This is where you get to be more creative than you may think as a DM, particularly if you play 3rd or 4th editions and don't like how the books have the scores generated.
Third edition states that players should roll 4d6 six times and assign to the ability scores as they desire. Fourth edition uses a point buy system as a default. Nothing is wrong with either of these. As a matter of fact, I think 3rd easily falls into a high power game, hence the default use of 4d6 being assigned as the player likes. The point buy system in 4th edition is also viable for not only simplicity and putting everybody on an equal field, but it also prevents cheating players. Personally, if I can't trust the players I don't want to play with them; and, I make them roll ability scores in front of everyone anyway.
However, no resource I have found has put as much emphasis on this aspect of the game than the second printing of the 2nd Edition AD&D Players Handbook, AD&D Player's Option: Skills & Powers, and the 2nd Edition AD&D Dungeon Master's guide. And these generation systems are very easy to pour over into your game regardless of the edition you play with. So, lets take a look at the systems.
Method 1 - 3d6 in order - I love this system. Not only is it the fastest, but with most ability scores in the 9-12 range it fits in well with the 2nd edition games I run. I encourage players to play their weak roll and not whine about it. Though this system may not work very well for a power gaming group, I think it could be interesting there as well if the group plays it right.
Method 2 - 3d6 two times, choose the score you want, assign in order - Kind of the same as the above, but it really gives players a second chance if they are unlucky enough to roll more than one really low score.
Method 3 and 4 are a simple variation of methods 1 and 2. Roll the scores as in methods 1 and 2, but assign them to the stat you wish. Still the same score range as in method 1 or 2, but there is a kicker here and important reason for this method. In 2nd edition there were minimum ability scores that a player had to meet in order to play races and classes. I liked this as opposed to the 3rd edition free for all.
Method 5 is the same as in 3rd edition, 4d6 drop the lowest, but with the stipulation that the scores are placed in order. I used this a lot in 3rd edition and players liked it.
Method 6 - I think this method sucks, but I know people that used it. Each score starts at 8. Then the player rolls 7d6 and assigns those dice to the ability scores. The whole dice total must be applied to the score, but multiple dice can be applied if you wish. No score can be more than 18, and if a dice will not total to 18 exactly, then you cannot have an 18. I think this leads to too much complication. No offence, but we all know some people are kinda dense and this method would be confusing.
Method 7 - Each player has 75 points to divide among all six ability scores. No score may be lower than 3, and none higher than 18. In 2nd Edition all racial maximums and minimums must also be observed.
Method 8 - I LOVE THIS METHOD!!! This method is fun to watch people do. The player doesn't assign dice totals or points to ability scores, instead . . . players assign 24d6 among the six ability scores. Each ability score must have at least 3d6, but no more than 6d6, devoted to it. After this, they roll each score and the three highest results become the score.
Method 9 - Point Generation Chart - this uses the point buy system, but puts more variation into it. A player rolls 2d6 to determine the number of points they will have to assign to abilities and the maximum each ability may be. Here is the chart as best I can reproduce:
2d6 Roll--------Points----------Maximum
2----------------68---------------18
3----------------70---------------18
4----------------72---------------17
5----------------72---------------18
6----------------74---------------17
7----------------74---------------18
8----------------76---------------17
9----------------76---------------16
10---------------78---------------16
11---------------78---------------15
12---------------80---------------15
Method 10 is a specifically tailored point buy system for 2nd Edition. It's the 75 point system such as Method 7, only fighter classes can purchase 10 points of exceptional strength for an extra point.
Then when all of that is said and done the 2nd Edition Dark Sun campaign introduced some generation methods for some incredibly high powered character possibilities. These methods will generate scores from 5-20. When dealing with non fighter classes I count 19's and 20's in strength as the same as 18's, for fighter classes I counted them as 18/01-50 and 18/51-75 respectively. And the methods are as follows:
Method 1 - Roll 4d4+4 six times, once for each ability score,
in order. The totals rolled are written down as
rolled.
Method 2: Roll 5d4 twice for each ability
score, keeping the higher of the rolls.
Method 3: Roll 5d4 six times and assign
the rolls to the ability scores as desired.
Method 4: Roll 5d4 twelve times and
assign the six best rolls as desired.
Method 5: Roll 6d4, discarding the
lowest die, six times. Assign the six totals to the ability
scores as desired.
Method 6: Roll 5d4 six times, once for each ability score, in
order. The totals rolled are written down as
rolled.
Method 7: Each ability score starts with
a score of 10. The player then rolls 10d4. These
dice can be added to the character's abilities as desired
(with some restrictions.) All of the points on a
die must be added to the same ability score and no
ability score can exceed 20 points.
Well, if you ever wondered about other systems there you go. My next post will discuss the Player's Option: Skills and Powers method of sub-ability scores in 2nd Edition. As always, happy gaming and you can find the products discussed in this post in the store at the bottom of the page.
Discussing topics to improve the quality of play experiences in your Dungeons and Dragons games. Please scroll to the bottom of the page if you are interested in our online store through our friends at Amazon.com, or if you would like to view the store on a separate page please check our links section to the right.
Friday, July 09, 2010
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