Depends on how powerful you want the PCs. Whilst rolling does make some interesting High/Low scores, I'm actually starting to like the standard array and point buy (tell that to my younger self in 3rd edition who swore he'd never use point buy...), as it ensures all the PCs are on an even playing field and also makes monsters survive more that 1 hit (usually).
Depends on how powerful you want the PCs. Whilst rolling does make some interesting High/Low scores, I'm actually starting to like the standard array and point buy (tell that to my younger self in 3rd edition who swore he'd never use point buy...), as it ensures all the PCs are on an even playing field and also makes monsters survive more that 1 hit (usually).
Damage from ability scores aren't likely to be that high I don't think. I like rolling, I just want to deal with someone rolling like 3 8's. What I'll probably end up doing is maybe giving the option of rolling two arrays and choosing one.
This one was done with 3d6 - But you could use 4d6 - drop the lowest. They can pick any row/column of stats they want, even the diagonal rows. I rolled pretty crappy on this one.
I've done the cube method before as well - Roll 4d6(d1) and position in a cube (going left to right then down). Down the left hand side put Str, Dex, Con, across the top columns put Int, Wis, Cha. Players can pick a stat in their row or column but can only pick a stat once (so if you picked the 17 in the first box for Str, you can use that score for Int, etc.)
This one was done with 3d6 - But you could use 4d6 - drop the lowest. They can pick any row/column of stats they want, even the diagonal rows. I rolled pretty crappy on this one.
Lol my goal was to avoid all those one digit numbers not increase their likelyhood. At the same time not making 18s super common as it seems 5e has plenty of potential to raise stats really high.
Points buy definitely is at about the right spot - you get characters that have a couple of decent bonuses, with potential weakness too, which creates a better character for play.
Also, rolling for stats, you risk the situation where someone just gets horrific rolls and someone else gets all the luck, then you have a cleric with 17 strength, because they put both their 18s into wisdom and con and they're a way better fighter than the actual fighter, who got a high roll of 15, which they put into strength. Yes, it's unlikely, but random numbers are just that.
I'm thinking of going 4d6 drop the lowest. Roll seven times and drop the lowest. What do you guys think?
I'm doing that for my the campaign I'm running. And, if the players stick around for another campaign/adventure and roll-up new characters, then I'll try something else. For this campaign I even started them out at 3rd level.
This go-round I wanted the players to have a sense of being a Hero. All the players are new to D&D but not RPGs thanks for 'vidya' games. And, as evidenced by our last session, higher ability scores does not necessarily mean OP: one of my Winter Wolves killed the Barbarian.
4d6, drop the lowest die, generate three sets of statistics. Pick one of the sets. The other two I keep (these are written on a card), so if PC #1 dies, they have to pick from the remaining two sets. If PC #2 dies, the last set is used. If PC #3 dies, standard array stats. If PC #4 dies, I suggest the player find a new set of dice.
Set one tends to have total bonuses in the +8 to +10 range, set two +5 to +8, set three +3 to +5. Replacement characters are made at the current party level and because they are truly "built" rather than played to that level, they tend to be the best possible build for that class/level combo (particularly in the 3.xE mechanics). Having slightly poorer stats than the original PCs helped to balance things out a little.
Final caveats, the total bonuses of a set had to be +2 or higher or the set is thrown out and re-rolled; total bonuses +15 or higher were also thrown out and dice are checked for tampering. Seriously, caught weighted dice three times in 30+ years. Addendum: if at all possible, I have everyone roll stats using the same set of 4d6. I have set of "Stalactite Dice" made out of travertine stone that consistently give one good set out of the three, unless it's my daughter rolling them. Then all bets are off.
4d6, drop the lowest die, generate three sets of statistics. Pick one of the sets. The other two I keep (these are written on a card), so if PC #1 dies, they have to pick from the remaining two sets. If PC #2 dies, the last set is used. If PC #3 dies, standard array stats. If PC #4 dies, I suggest the player find a new set of dice.
Set one tends to have total bonuses in the +8 to +10 range, set two +5 to +8, set three +3 to +5. Replacement characters are made at the current party level and because they are truly "built" rather than played to that level, they tend to be the best possible build for that class/level combo (particularly in the 3.xE mechanics). Having slightly poorer stats than the original PCs helped to balance things out a little.
Final caveats, the total bonuses of a set had to be +2 or higher or the set is thrown out and re-rolled; total bonuses +15 or higher were also thrown out and dice are checked for tampering. Seriously, caught weighted dice three times in 30+ years. Addendum: if at all possible, I have everyone roll stats using the same set of 4d6. I have set of "Stalactite Dice" made out of travertine stone that consistently give one good set out of the three, unless it's my daughter rolling them. Then all bets are off.
The multiple sets is bloody brilliant. I almost always go point buy or array because of fairness, but there is a demand to roll the dice. That is, until someone rolls poorly and is stuck being under powered for months. Solved with arrays.
Side note, same reason I have HP on level rolled with advantage. Feels good. Gets good results. Let's us be more flexible in encounters.
I've seen really unbalanced characters with die rolls. Like one person with multiple 18s, lowest score 12 and another person with multiple numbers below 10 and a high of 12.
I prefer point buy. If you want more powerful characters you can always just hand out more points. High scores aren't really necessary in 5E.
My group has recently switched from the method of "get whatever scores you want, however you want, I literally do not care so long as you don't break the ability score cap in the rules" that we were doing to a method of 4d6, drop lowest, with some benchmarks that I can't remember right now and the house-rule document is on the computer my wife is currently busy doing important things on - I think it was at least one score 14+, and no more than two scores 8 or lower.
The group settled on that method because we like rolling so that each score isn't directly dependent upon what your other scores are, but found out we don't find it necessary for everyone to roll out a bunch of scores before picking the ones to use. (Some of the players felt like they were being jerks by not just taking the first set that was decent, like they were wasting everyone's time trying to match whoever had rolled best on their first set.)
My group likes powerful heroes, so we do 4d6 drop the lowest and reroll any 1s and reroll the set if enough aren't above 14. Everyone should at least have an 17 or 18 without bonuses and at least one 16. That is just our preferences though.
I had a friend/DM that started using the standard array when we switched to 2E. I did not like it at first, but age brought wisdom. The standard array (5e = 15, 14, 13, 12, 10, 8) naturally balances the characters. It gives every player the same / equal starting point while still giving them HUGE ways to still vary their characters.
We don"t let characters roll a percentage dice, look at a chart, and decide some start at 5th level, some at 3rd, and the one that had bad luck on roll be stuck at first. Start the characters roughly equal and let them play from there.
Now, this is not absolute. In my current campaign, i have a half-orc mage with a Str=6 because the player REALLY wanted it.
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--
DM -- Elanon -- Homebrew world
Gronn -- Tiefling Warlock -- Amarath
Slim -- Halfling Cleric -- CoS (future Lord of Waterdeep 😁)
My group likes powerful heroes, so we do 4d6 drop the lowest and reroll any 1s and reroll the set if enough aren't above 14. Everyone should at least have an 17 or 18 without bonuses and at least one 16. That is just our preferences though.
We did this is in past versions. With the 5e ability score increases every four levels (or more), and a max of 20, I really don't like any character to start above 17.
Also, I like the option of Supernatural Gifts: Blessings (DMG p. 227-8). I think it means more if they start lower.
But its what fits your style of play! Good luck!
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--
DM -- Elanon -- Homebrew world
Gronn -- Tiefling Warlock -- Amarath
Slim -- Halfling Cleric -- CoS (future Lord of Waterdeep 😁)
I prefer the standard array, I think it's a nice balance of not letting the PCs be OP like you get when the PCs roll, but then it still guarantees that your PC always has a couple good stats. Along with this, I'm OK with the point buy array system in the PHB too (it gives you the same results if you want)
If I wanted the PCs to be superheroes, then I'd do the 6 x 4d6 (or maybe your 7 x 4d6 idea)
But, what I REALLY like (but nobody else does) is to roll 3d6 according to each ability category, in order, for STR, INT, DEX, WIS, INT, CHA. If you don't like what you get, then you can erase your results and start over.
Not to be a jerk, but if you let your PCs roll for stats, then I'd insist that they roll in front of the DM.
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Be careful what you Wish for... your DM may just give it to you!
Not to be a jerk, but if you let your PCs roll for stats, then I'd insist that they roll in front of the DM.
Exactly. I sit there with the 3x5 card writing down their stats as they are rolled, each player has to wait their turn to roll. There was a certain player whose number of 18s dropped dramatically when I did this...
So, no one is doing Method V from the AD&D Unearthed Arcana anymore? ((Make an Insight check DC 8 to detect sarcasm))
I prefer the standard array, I think it's a nice balance of not letting the PCs be OP like you get when the PCs roll, but then it still guarantees that your PC always has a couple good stats. Along with this, I'm OK with the point buy array system in the PHB too (it gives you the same results if you want)
If I wanted the PCs to be superheroes, then I'd do the 6 x 4d6 (or maybe your 7 x 4d6 idea)
But, what I REALLY like (but nobody else does) is to roll 3d6 according to each ability category, in order, for STR, INT, DEX, WIS, INT, CHA. If you don't like what you get, then you can erase your results and start over.
Not to be a jerk, but if you let your PCs roll for stats, then I'd insist that they roll in front of the DM.
The entire reason I don't like the roll in order approach is because 1) Everyone could have an 18 Str and negative bonus for everything else. Meaning everyone would need to play a fighter class. 2) It prohibits you from playing the class you really want to play or a class that would feel in some gaps in the party.
Really the reason I don't like it is that I prefer people to be able to play what they want, not what they have to because their scores were assigned to specific categories.
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I'm thinking of going 4d6 drop the lowest. Roll seven times and drop the lowest. What do you guys think?
Depends on how powerful you want the PCs. Whilst rolling does make some interesting High/Low scores, I'm actually starting to like the standard array and point buy (tell that to my younger self in 3rd edition who swore he'd never use point buy...), as it ensures all the PCs are on an even playing field and also makes monsters survive more that 1 hit (usually).
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You can do an array:
10 10 13 04 11 11
15 13 08 10 11 11
13 11 09 11 03 11
11 12 06 10 10 13
12 12 16 09 15 08
06 11 13 08 10 13
This one was done with 3d6 - But you could use 4d6 - drop the lowest. They can pick any row/column of stats they want, even the diagonal rows. I rolled pretty crappy on this one.
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I've done the cube method before as well - Roll 4d6(d1) and position in a cube (going left to right then down). Down the left hand side put Str, Dex, Con, across the top columns put Int, Wis, Cha. Players can pick a stat in their row or column but can only pick a stat once (so if you picked the 17 in the first box for Str, you can use that score for Int, etc.)
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Wary the wizard who focuses on homebrew, for he can create nightmares that you wouldn't even dream of
The point buy system is the fairest.
Points buy definitely is at about the right spot - you get characters that have a couple of decent bonuses, with potential weakness too, which creates a better character for play.
Also, rolling for stats, you risk the situation where someone just gets horrific rolls and someone else gets all the luck, then you have a cleric with 17 strength, because they put both their 18s into wisdom and con and they're a way better fighter than the actual fighter, who got a high roll of 15, which they put into strength. Yes, it's unlikely, but random numbers are just that.
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4d6, drop the lowest die, generate three sets of statistics. Pick one of the sets. The other two I keep (these are written on a card), so if PC #1 dies, they have to pick from the remaining two sets. If PC #2 dies, the last set is used. If PC #3 dies, standard array stats. If PC #4 dies, I suggest the player find a new set of dice.
Set one tends to have total bonuses in the +8 to +10 range, set two +5 to +8, set three +3 to +5. Replacement characters are made at the current party level and because they are truly "built" rather than played to that level, they tend to be the best possible build for that class/level combo (particularly in the 3.xE mechanics). Having slightly poorer stats than the original PCs helped to balance things out a little.
Final caveats, the total bonuses of a set had to be +2 or higher or the set is thrown out and re-rolled; total bonuses +15 or higher were also thrown out and dice are checked for tampering. Seriously, caught weighted dice three times in 30+ years. Addendum: if at all possible, I have everyone roll stats using the same set of 4d6. I have set of "Stalactite Dice" made out of travertine stone that consistently give one good set out of the three, unless it's my daughter rolling them. Then all bets are off.
We all leave footprints in the sands of time.
I've seen really unbalanced characters with die rolls. Like one person with multiple 18s, lowest score 12 and another person with multiple numbers below 10 and a high of 12.
I prefer point buy. If you want more powerful characters you can always just hand out more points. High scores aren't really necessary in 5E.
My group has recently switched from the method of "get whatever scores you want, however you want, I literally do not care so long as you don't break the ability score cap in the rules" that we were doing to a method of 4d6, drop lowest, with some benchmarks that I can't remember right now and the house-rule document is on the computer my wife is currently busy doing important things on - I think it was at least one score 14+, and no more than two scores 8 or lower.
The group settled on that method because we like rolling so that each score isn't directly dependent upon what your other scores are, but found out we don't find it necessary for everyone to roll out a bunch of scores before picking the ones to use. (Some of the players felt like they were being jerks by not just taking the first set that was decent, like they were wasting everyone's time trying to match whoever had rolled best on their first set.)
personally im a big fan of the point buy system and it is easy to modify the power lvl by adding to or removing from the point allowance
My group likes powerful heroes, so we do 4d6 drop the lowest and reroll any 1s and reroll the set if enough aren't above 14. Everyone should at least have an 17 or 18 without bonuses and at least one 16. That is just our preferences though.
I had a friend/DM that started using the standard array when we switched to 2E. I did not like it at first, but age brought wisdom. The standard array (5e = 15, 14, 13, 12, 10, 8) naturally balances the characters. It gives every player the same / equal starting point while still giving them HUGE ways to still vary their characters.
We don"t let characters roll a percentage dice, look at a chart, and decide some start at 5th level, some at 3rd, and the one that had bad luck on roll be stuck at first. Start the characters roughly equal and let them play from there.
Now, this is not absolute. In my current campaign, i have a half-orc mage with a Str=6 because the player REALLY wanted it.
--
DM -- Elanon -- Homebrew world
Gronn -- Tiefling Warlock -- Amarath
Slim -- Halfling Cleric -- CoS (future Lord of Waterdeep 😁)
Bran -- Human Wizard - RoT
Making D&D mistakes and having fun since 1977!
--
DM -- Elanon -- Homebrew world
Gronn -- Tiefling Warlock -- Amarath
Slim -- Halfling Cleric -- CoS (future Lord of Waterdeep 😁)
Bran -- Human Wizard - RoT
Making D&D mistakes and having fun since 1977!
Depends.
I prefer the standard array, I think it's a nice balance of not letting the PCs be OP like you get when the PCs roll, but then it still guarantees that your PC always has a couple good stats. Along with this, I'm OK with the point buy array system in the PHB too (it gives you the same results if you want)
If I wanted the PCs to be superheroes, then I'd do the 6 x 4d6 (or maybe your 7 x 4d6 idea)
But, what I REALLY like (but nobody else does) is to roll 3d6 according to each ability category, in order, for STR, INT, DEX, WIS, INT, CHA. If you don't like what you get, then you can erase your results and start over.
Not to be a jerk, but if you let your PCs roll for stats, then I'd insist that they roll in front of the DM.
Be careful what you Wish for... your DM may just give it to you!
We all leave footprints in the sands of time.