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Posted: Sun Oct 17, 2004 8:02 am
by VAN
I prefer the point system, I use to get very low numbers in dice, so... it's quite a necessity for me! :wink:

Posted: Mon Oct 18, 2004 7:29 am
by Snake
tec-goblin wrote:We use another method in our campaign, which most players loved: it enhances original characters: roll 4d6 for each ability score, leaving out the lowest. Then you have a re-roll and a swapping.
In general it remains playable and creates some funny things like a strong noble or a dexterous cleric, which create quite interesting variations from the classic stereotypes.
Ideas like this I like. It seems workable, I just fear the PCs getting extremely low stats.

Posted: Tue Oct 19, 2004 1:38 am
by tec-goblin
Snake wrote:
tec-goblin wrote:We use another method in our campaign, which most players loved: it enhances original characters: roll 4d6 for each ability score, leaving out the lowest. Then you have a re-roll and a swapping.
In general it remains playable and creates some funny things like a strong noble or a dexterous cleric, which create quite interesting variations from the classic stereotypes.
Ideas like this I like. It seems workable, I just fear the PCs getting extremely low stats.
Actually, the one reroll gives them slightly better stats than the average PC. The average total modifier is +8, but they just have it splitted in a bit unconventional ways.

Posted: Tue Oct 19, 2004 8:02 am
by Snake
Looks good, I may try something like this. So you had them roll for strength, and then Dexterity, and so on?

Posted: Tue Oct 19, 2004 1:16 pm
by tec-goblin
Snake wrote:Looks good, I may try something like this. So you had them roll for strength, and then Dexterity, and so on?
Yes, it's the variant 5 on page 169 of DMG 3.5 - "organic characters"

Posted: Tue Oct 19, 2004 1:29 pm
by Wiccy of the Fraternity
Other ability score methods I have used....

1. Each ability score stars as 10, roll 6d6 and distribute the total however you plese among the abilities.

2. Each ability score starts as 10, you have 25 ability points to distribute however you please among them.

3. From 2E. You start with the ability scores of 16, 14, 14, 11, 10, 8. Apply them to however you please. Roll 3d6 and apply these additional points to whatever scores you please, though a score of 16+ require 2 points to increase a whole point.

At the end of the day I kept the one I currently use as it has proved to be the favourite with myself and most of the players I have DM'd.

Posted: Thu Oct 21, 2004 4:32 am
by Ultramyth
In my current campaign, four of my players roleplayed themselves, from the real world.

This was a bit of a challenge, because I didn't want to make the rules complex by using both d20 modern and d20 fantasy rulesets.

I think I was too generous with assigning abilties (they should probably have been 2 points lower for mental abilities, but I've always been to generous with abilities as a DM.

For real world knowledge that applies in ravenloft, I simply apply a synergy bonus.

Strength I based on how much they could lift.

Dexterity was based on reflex and prowess.

Constitution was based on running or swimming endurance

Intelligence was based on IQ

Wisdom based on common sense

and Charisma based on personality, friends and how they get along with other people.

It wasn't a perfect system. But it was interesting.

Posted: Thu Oct 21, 2004 1:06 pm
by Reginald de Curry
Those with a Tarokka deck might like this one:

Separate the high deck and low deck (just a reminder: the low deck has numbers, the high deck doesn't).

Draw twelve cards from the low deck. Assign two cards to each ability score (add the values together to determine the score).

Gamble with the high deck. Wager a number of points from each ability score (you can wager zero if you want). You can't wager more points than you have in each score, and you have to have at least one point left if you lose. For each wager (up to six), draw one card from the high deck. If it's standard (right-side-up), add your wager to the ability score; if it's reversed (upside-down), subtract your wager from the ability score. You may only gamble once with each ability score.

Posted: Thu Oct 21, 2004 2:46 pm
by Wiccy of the Fraternity
The Tarokka ability score generator is pretty nifty, I'll have a go at that later on, I'll break open the old Red Box again and play about with some character sheets and see what I get ;)
3. From 2E. You start with the ability scores of 16, 14, 14, 11, 10, 8. Apply them to however you please. Roll 3d6 and apply these additional points to whatever scores you please, though a score of 16+ require 2 points to increase a whole point.
I know I am quoting myself, I just forgot somethign when I typed it, lol.

Warrior classes had access to Exceptional Strength, to gain this, a fighter would warrior would have to raise his strength to 18 and then pay an additional 2 points for each slot of exceptional strength.

Posted: Fri Oct 22, 2004 11:55 am
by Reginald de Curry
If you're using the old 2E Tarokka Deck, remember that the master cards equal ten (the Warrior, the Priest, the Wizard, the Rogue), as they do with the new 3E deck.

Posted: Fri Oct 22, 2004 4:32 pm
by Wiccy of the Fraternity
Thanks for that Reg, I didn't get round to having a go last night and I probably won't tonight either, but I will soon. It's somehting that I just have to have a go at.

Posted: Tue Oct 26, 2004 9:06 am
by Snake
I think what we finally settled on was:
Roll 4d6 six times, reroll ones, and you get one all out reroll. After you roll all the stats, you decide where to put the stats.

Posted: Wed Oct 27, 2004 2:20 am
by tec-goblin
Snake wrote:I think what we finally settled on was:
Roll 4d6 six times, reroll ones, and you get one all out reroll. After you roll all the stats, you decide where to put the stats.
This is classic ultra-powerfull character generation - many people I know use it. Some also use 5d6 - keep the 3 (without rerolling ones)

Posted: Wed Oct 27, 2004 8:20 pm
by Snake
Yes with it the PCs will be more powerful than otherwise, but, I'll deal with it.

Posted: Thu Oct 28, 2004 4:24 am
by VAN
I just remembered that in my last campaigns I tell to my brother the stats I want and we make a deal. I don't ask high ability scores, just the normal, so we can both enjoy playing. So we don't loose precious time to reroll 1000 times or to discuss and count points. I prefer this system. :wink: