PCs getting ability scores
Ideas like this I like. It seems workable, I just fear the PCs getting extremely low stats.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.
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- tec-goblin
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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.Snake wrote:Ideas like this I like. It seems workable, I just fear the PCs getting extremely low stats.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.
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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.
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.
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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.
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.
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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.
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.
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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
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.
I know I am quoting myself, I just forgot somethign when I typed it, lol.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.
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.
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- tec-goblin
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This is classic ultra-powerfull character generation - many people I know use it. Some also use 5d6 - keep the 3 (without rerolling ones)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.
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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.
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