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  • Different Methods for Generating Ability Scores in D&D

    Posted by MysticMonkMoves on October 14, 2023 at 7:13 pm
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    Hey everyone, I read the D&D player handbook’s intro on how to randomly generate ability scores, but I’ve heard there are other methods as well. Can someone break down these alternative methods and explain how they compare to the traditional rolling method? What are the advantages and disadvantages of each for character creation? Thx!

    Xamira replied 8 months, 2 weeks ago 4 Members · 4 Replies
  • 4 Replies
  • Jubael

    Member
    October 14, 2023 at 7:34 pm
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    These are the based methods we use in our campaigns:

    Standard Array:

    The Standard Array method provides a preset array of scores: 15, 14, 13, 12, 10, and 8. You can assign these scores to any of your character’s ability categories.

    Example: Imagine you’re creating a Paladin. You might decide to assign the highest score (15) to Strength, followed by 14 in Constitution, 13 in Charisma, 12 in Wisdom, 10 in Dexterity, and 8 in Intelligence. This distribution reflects a strong, durable character with a charismatic presence, a wise outlook, but perhaps a bit lacking in intellectual pursuits and agility.

    Point Buy:

    The Point Buy system starts with a pool of 27 points. You can spend these points to buy scores, with each score costing a different amount based on a predetermined scale as follows:

    • Score of 8: 0 points

    • Score of 9: 1 point

    • Score of 10: 2 points

    • Score of 11: 3 points

    • Score of 12: 4 points

    • Score of 13: 5 points

    • Score of 14: 7 points

    • Score of 15: 9 points

    As you can see each Ability Score value is worth 1 point from 8 to 13. Then from 14 to 15, they cost 2 points per Ability Score.

    Example: For a Rogue, Dexterity is crucial. You might decide to spend 9 points to buy a Dexterity score of 15, 7 points for a Constitution score of 14, 5 points for a Wisdom score of 13, 4 points for an Intelligence score of 12, and the remaining 2 points to get a score of 10 in Charisma and 0 points in Strength for a score of 8.

    Rolling the Dice:

    AS you mentioned, the traditional method as per the PHB, you roll four six-sided dice (4d6) and drop the lowest roll, adding the remaining three dice together to determine each ability score. This process is repeated for all six abilities.

    Example: If you’re crafting a Wizard, and you roll a 6, 5, 3, and 2 for Intelligence, you’d drop the 2, resulting in a total score of 14 (6+5+3) for Intelligence. This process is repeated for each ability, providing a unique set of scores each time.

    • As this method is crafted around luck and gambling, you can yield higher values than the above two methods as you can possibly (with a lot of luck) roll a perfect 18 (6 on 3 of the 4 dice), netting you a +4 modifier.

    • It can also go the opposite direction resulting in you rolling 1 on all 3 dice, giving you an Ability Score of only 3, resulting in a -4 ability modifier.

    While both outcomes are very unlikely, they are still possible. In most cases you land somewhere in the middle due to probability, making it pretty similar to the other two methods.

    • Riovar

      Member
      October 14, 2023 at 7:53 pm
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      A fun way to make 4d6 method even more intense that we used in our current campaign is to roll for an ability score one at a time, then be forced to assign it to an Ability of your choice, before rolling the next.

      Causes a crazy amount of tension and second guessing ones self, as you don’t know if you will do worse or better with your upcoming rolls.

      So, you might roll a 15 and thinking that this is good for your Clerics main Wisdom and assign it to that, but then roll a 16 or 17 next only to be forced to put it into a secondary Ability score. Opposite can also happen where you think you will get a better roll for your Wisdom, only for it to never happen.

      Very entertaining to watch people freak out – lol!

  • Xamira

    Member
    October 14, 2023 at 8:01 pm
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    There is also the Tasha’s Cauldron of Everything Variant, where you can mix things up when your character’s racial ability score increases. This adds some spice to character creation.

    For instance, if you’re going with a Tiefling, who typically gets a +2 boost to Charisma and +1 to Intelligence, you could opt to put those bonuses into Dexterity and Constitution instead. This way, you’d be crafting a character who’s more agile and robust, which can be a fun twist on the usual Tiefling traits.

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