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Thread: The Best Way to Roll Your Stats
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2015-09-16, 06:31 PM (ISO 8601)
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The Best Way to Roll Your Stats
I've always wondered what the best way to roll your D&D/d20 stats was. I've played with the first edition rules; you roll 3 six-sided dice (3d6), add them up, and those are your stats. You used to even roll them order: Str, Dex, Con, Int, Wis, and Cha. It was brutal: I thankfully rolled a 17 for intelligence (and bumped it up to an 18 by sacrificing a few points of strength) to make a bad-ass wizard as my first character. But the variation between power levels of characters was way too much: you were just as likely to be an absolute genius (18) as you were to be only slightly smarter than your average bear (3).
Now I'm all for point-buys. You get exactly what you want, and your stats aren't any better or worse than the next guys'. But after I read 5e, and noticed how it attempts to return to the roots of D&D where fun > optimization, I also realized that rolling your character stats is just about the most D&D-like way to build a character. Later editions attempted to make characters a bit better. All editions from Advanced on have allowed the player to choose which numbers go where. Alternate stat rolling methods began to surface to make adventurers better than normal people. The first alternate way I learned how to roll stats was to roll normally, and re-roll any 1s (3d6r1). The more widely accepted method is to roll 4 six-sided dice, and to add the best 3 (4d6b3). The first removes tiny stats, while the second makes all one's stats better on average. I was faced with a question: which method is the best?
It probably doesn't matter that much, but I just had to know. Mathematically speaking, the average roll on a d6 is 3.5, so the original method yields average stats of 10.5. Re-roll the 1s and the new average per die is 4, so the average stat would be 12. But what is the average stat when you take the 3 best of 4 rolls? If the first 3 rolls are all 6s the method doesn't matter. All 4s and there is a 33% chance of improving the stat with another roll: all 3s and the fourth roll boosts the total 50% of the time. But if you get three 1s, the fourth roll has an 83% chance of boosting the total, whereas if you re-roll your 1s each die has a 100% chance of improving. The 3d6r1 method makes terrible rolls nearly impossible, and the 4d6b1 method makes all your rolls slightly better. But I know no way of mathematically calculating the average of 4d6b1. So I did the only logical thing a D&D nerd would do: I built an experiment.
It takes hundreds of die rolls to produce accurate, average results, and I had no interest in spending my weekends rolling dice [alone and without an awesome story to be a part of], so I coded a nifty program to do it for me. It uses Java (please don't hate), and lets me roll any number of stats, using all three methods, and then calculates the mean of each almost instantaneously. I won't post the code unless anyone cares to see it, and I'll spoiler the results of the first trial so you don't have to scroll past a wall of numbers. But without further ado, here are the results:
Trial # and roll amount Trial 1: (100) Trial 2: (100) Trial 3: (100) Trial 4: (1000) Trial 5: (10000) Trial 6: (1000000) Trial 7: (1337) Average of Trials 1 - 3 3d6 (Control) 10.04 10.76 10.29 10.54 10.4957 10.498284 10.477187733732237 10.363333 3d6r1 11.81 12.31 11.77 12.099 12.0322 11.998569 12.051608077786089 11.96333 4d6b1 12.1 12.14 11.73 12.129 12.2332 12.248802 12.100224382946896 11.99
If you really want to see the actual numbers rolled, this spoiler contains the full output of Trial 1:
Spoiler: Trial 1:3d6: 3d6 reroll 1: 4d6 best 3:
11 14 14
11 14 15
8 12 9
9 14 13
11 17 12
9 13 15
11 10 15
12 12 8
6 13 15
9 11 14
16 12 13
16 12 10
14 11 11
11 9 13
10 11 10
8 11 12
6 8 3
4 15 13
7 12 11
8 11 6
7 13 16
10 14 15
10 6 11
9 10 10
6 15 8
11 15 11
9 11 17
11 11 10
11 12 11
7 14 10
8 7 15
9 10 13
9 17 16
12 13 13
11 12 13
11 8 8
17 9 17
10 8 11
18 7 17
9 10 15
10 13 13
7 13 15
9 14 12
10 10 17
9 12 13
9 10 13
8 13 8
13 13 8
12 13 14
14 15 16
9 12 11
8 9 14
13 7 9
8 10 14
5 17 15
6 13 12
7 13 9
10 9 12
9 13 13
10 11 12
14 8 11
4 13 11
9 9 10
8 18 13
13 12 15
12 10 11
11 13 10
7 11 11
8 12 10
11 12 11
11 13 9
12 13 14
13 9 12
11 10 14
11 16 12
17 12 16
7 12 13
8 13 13
7 11 11
7 14 13
14 11 9
7 12 14
8 9 14
10 11 9
9 8 8
15 12 10
10 9 13
10 12 10
13 11 11
11 13 14
9 9 12
11 14 12
8 13 11
11 12 15
10 15 10
11 12 15
11 14 14
12 13 11
11 11 5
14 15 14
Mean:
10.04 11.81 12.1
I started out with three trials of 100 rolls each and obtained the average, but the results were inconclusive. Sometimes 3d6r1 would be better than 4d6b1, and other times it would be the reverse. To get more accurate results I rolled the stats 1,000 and 10,000 times. I then got bored and decided to see what 1,000,000 rolls would be like (took a few minutes, which is a lot by computer standards), and what 1337 would give me (besides more decimal places). It seems to me that the two rolls are not really that different, but the 3d6 had an overall average close to 10.5, the 3d6r1 had an overall average close to 12.0, and the 4d6b1 had an overall average closest to 12.25.
I guess rolling four times and taking the best three is in fact slightly better than rolling three times and re-rolling ones. The superior method is included in the core books, after all. I can't say this wasn't a fun little project- its pretty cool to watch all those numbers scroll by on my screen faster than a CN Rogue to a dragon's hoard. I'll appreciate anything anyone has to say about my experiment: where I screwed up, what I could have done better, whether there are other rolling methods that I should test, or that I should get a new hobby.
Anyways: I bid you all farewell, and may you be blessed with many a powerful character!
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2015-09-16, 07:05 PM (ISO 8601)
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Re: The Best Way to Roll Your Stats
I often have them use 3d6+6, drop low. In essence, it's like the regular 4d6 drop low with one of them automatically being a 6. It produces a lot of 14s and 15s.
My latest homebrew: Majokko base class and Spellcaster Dilettante feats for D&D 3.5 and Races as Classes for PTU.
Currently Playing
Raiatari Eikibe - Ghostfoot's RHOD Righteous Resistance
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2015-09-16, 07:31 PM (ISO 8601)
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2015-09-16, 07:34 PM (ISO 8601)
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Re: The Best Way to Roll Your Stats
I don't like a lot of the higher-rolling methods. I guess I don't see why PCs have to be above average in everything and even one-in-a-thousand in one or two things. I even less see the absolute panic some players seem to have over every stat under 10, much less stats under 8. Remember: a 7 is as "bad" as a 14 is "good". I've played quite viable characters with a 5 in unexpected places, it can work. (There was the wizard with 6 dex, and the druid with 5 charisma...).
Now, I see why too much randomness can be bad and ruin a build, but on the other side, I just find that having an unexpected weakness can really help me give some personality to a character.Resident Vancian Apologist
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2015-09-16, 07:42 PM (ISO 8601)
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- Dec 2007
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Re: The Best Way to Roll Your Stats
Want some more ways to roll stats? Try this on:
http://home.earthlink.net/~duanevp/d...generation.htm
I sorta stopped adding to it because there really isn't much limit to the variations and I think people's eyes just start glazing over after the first half dozen or so.
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2015-09-16, 07:43 PM (ISO 8601)
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2015-09-16, 07:47 PM (ISO 8601)
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2015-09-16, 07:48 PM (ISO 8601)
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2015-09-16, 07:50 PM (ISO 8601)
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- Jan 2007
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Re: The Best Way to Roll Your Stats
I did 4d6b3 exhaustively once, years ago. By hand, though. With averages.
Resident Vancian Apologist
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2015-09-16, 07:55 PM (ISO 8601)
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Re: The Best Way to Roll Your Stats
My latest homebrew: Majokko base class and Spellcaster Dilettante feats for D&D 3.5 and Races as Classes for PTU.
Currently Playing
Raiatari Eikibe - Ghostfoot's RHOD Righteous Resistance
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2015-09-16, 07:56 PM (ISO 8601)
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- Sep 2015
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2015-09-16, 07:58 PM (ISO 8601)
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2015-09-16, 08:31 PM (ISO 8601)
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2015-09-16, 08:36 PM (ISO 8601)
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Re: The Best Way to Roll Your Stats
Most of my DMs use the 4d6 drop lowest method. I hate rolling my stats in order though, I like to pick my class myself rather than letting the dice do it for me.
Go not to the Dragons for counsel, for you are crunchy and taste good with ketchup.
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2015-09-16, 08:39 PM (ISO 8601)
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- Sep 2015
Re: The Best Way to Roll Your Stats
I heard the argument that rolling your stats is only worthwhile if you do it in order. Basically, rolling then changing the order is the worst of both world : it has neither the wacky randomness of rolling in order, nor the even power level of point buy.
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2015-09-16, 09:00 PM (ISO 8601)
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- Jan 2014
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Re: The Best Way to Roll Your Stats
Actually I've always wanted to play a character that is average or slightly above average. In many ways, I think a story about average folks overcoming terrifying beasts and horrifying sorcery through their own luck and wits is far more interesting than a story about larger-than-life heroes who battle gods and save the cosmos.
That said, one of the best campaigns I've ever played in was quite high-powered and involved the PCs performing ridiculous and implausible stunts.
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2015-09-16, 09:13 PM (ISO 8601)
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- May 2010
Re: The Best Way to Roll Your Stats
Imagine if all real-world conversations were like internet D&D conversations...
Protip: DnD is an incredibly social game played by some of the most socially inept people on the planet - Lev
I read this somewhere and I stick to it: "I would rather play a bad system with my friends than a great system with nobody". - Trevlac
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2015-09-16, 09:42 PM (ISO 8601)
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Re: The Best Way to Roll Your Stats
Last edited by Aetol; 2015-09-16 at 09:43 PM.
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2015-09-16, 09:56 PM (ISO 8601)
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Re: The Best Way to Roll Your Stats
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2015-09-16, 10:25 PM (ISO 8601)
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2015-09-16, 11:25 PM (ISO 8601)
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Re: The Best Way to Roll Your Stats
Here I go again.
27-25-23
Step 1: Roll 4d6, best 3, three times. These are your first three scores. If a roll is less than 7 count it as 7.
Step 2: Take one score and subtract from 27 for your 4th score. Ideally force a max 18, so no 27 - 7 = 20 for a score.
Step 3: Take another score and subtract from 25 for your 5th score. Note that 25 - 7 = 18.
Step 4: The third score is subtracted from 23 for the 6th score.
Step 5: Add +2 to any one score. Ideally force a max 18.
Step 6: Arrange the 6 scores as desired and apply racial modifiers.
Example, wanting to play a human paladin in Pathfinder
Step 1: 16, 13, 8
Step 2: 27 - 16 = 11
Step 3: 25 - 8 = 17
Step 4: 23 - 13 = 10
Step 5: 16 + 2 = 18
Step 6: Apply racial modifier +2 to Con where the 13 will go.
ST: 18 DX: 11 CO 15: IN: 8 WI: 10 CH: 17
Plans: Level 4 increase CH to 18. Level 8 increase CO to 16.
5E variant human paladin, same scores:
ST: 18 DX: 12 CO: 14 IN: 8 WI: 10 CH: 17
Plans: Take Heavy Armor Master to get ST to 19. Level 4 increase ST to 20 and CH to 18. Definitely more powerful than 5E Point Buy, but that to me is a feature because I loathe 5E Point Buy. However, that's a different topic.
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2015-09-17, 12:02 AM (ISO 8601)
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Re: The Best Way to Roll Your Stats
For 3.5, I'm okay with rolling and point buy. For 5e, though, I'm honestly flabbergasted that they would suggest die rolls as the "default" method- stats are simply too important in 5th edition, due to the smaller non-stat bonuses, to be left to chance- you can end up with characters of DRAMATICALLY different power levels.
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2015-09-17, 12:20 AM (ISO 8601)
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- Dec 2014
Re: The Best Way to Roll Your Stats
So, why roll stats? Why not just go point buy or stat array?
Especially when I wanted to play a STR-based character, and I end up rolling a 5 on STR? If I can change my rolls to suit my chars, why waste time rolling and just go straight for point buy? Why not have all the numbers in place before coming to the table, instead of having to rush through character generation and finish in 5 min to give enough time for the actual game?
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2015-09-17, 12:30 AM (ISO 8601)
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Re: The Best Way to Roll Your Stats
You should post standard deviation as well as mean. Otherwise your results aren't really meaningful.
A histogram or probability plot of each method would be interesting, too. I imagine 3d6 is a bell curve, and 4d6 drop lowest is a really skewed bell curve.
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2015-09-17, 01:21 AM (ISO 8601)
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Re: The Best Way to Roll Your Stats
If I am playing a game where stats are a relevant part of a large number of game mechanics (like D&D), I much prefer standardized stats. That is, no randomness between players, everyone has the capability to produce identical stats. I've played in games where we roll for stats and let me tell you, rolling the worst on stats makes it really frustrating to play because the game expects you to rise to the same level as everyone else.
In 5e the effect is super-magnified, so I'd just always suggest any sort of standardized array.
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2015-09-17, 04:46 AM (ISO 8601)
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Re: The Best Way to Roll Your Stats
The thing that I found recently and I can't believe I never thought of it before, is simply having one stat freely as "bonus" to be assigned.
If your game want randomly rolled stat instead of point buy, just, roll your stats with low stat array or whatever, but have one "free" above average stat as bonus to be freely assigned (and maybe make a ruling that if you have 3 above average stat you can't have this free above average stat or something).
This means you can have your randomly stated character, but you can also still have most of character idea you're thinking.Last edited by Fri; 2015-09-17 at 04:48 AM.
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2015-09-17, 04:58 AM (ISO 8601)
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2015-09-17, 05:19 AM (ISO 8601)
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Re: The Best Way to Roll Your Stats
I disagree with most of the reasoning here, but mainly the one used for why the 3.5 standard array is bad. The idea was to just let you give the character an average roll (I think I once saw the claim that it was a statistical average of what set you'd get if you rolled 4d6b3, but I think it sacrifices the most likely for a bit of variety). Otherwise, kinda interesting, but not my cup of tea (that would be tea).
I can see a handful of reasons, but I've come to the view that a system that forces someone to start at the same level as the rest of the party is bad. In GURPS, if I (for some reason) want to play Sidekick Man then I don't have to spend all my Character Points, and if I do get bored of being weaker I can spend a session or two boosting my stats and powers to get to the party's level,
I agree with this, but then I also have a loathing for strongly classed systems as well (which is why I prefer Dark Heresy to D&D, the classes are looser). Either stop whinging and generate every last scrap of your character, or actually give the players the ability to play Bob Sir Knight if they don't want to play Wizard McFireball but rolled 18 Int and 4 Str.
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2015-09-17, 08:00 AM (ISO 8601)
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- Dec 2014
Re: The Best Way to Roll Your Stats
Er... this may be a problem if stats have great impact on making your character remotely competent at doing anything (consider the amount of effort to make a 4 Str Warrior that can contribute decently). Or if the random rolling results in big gaps in a set of roles (there're no healers/social skillers/etc), forcing the GM to redesign the entire adventure at the last minute.
System-dependant, I suspect.
I personally don't see the purpose of randomness in character generation. Especially when I end up trying to adjust a lot of things that will affect me for the rest of the campaign*... 3 minutes before the game starts. At best a day, and my ideas of 'I get to play Bob Sir Knight who does this and that which requires 15 Str' are shattered.
*Or the rest of the character's life. Wait... must I roll for my second character as well?Last edited by goto124; 2015-09-17 at 08:05 AM.
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2015-09-17, 08:06 AM (ISO 8601)
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Re: The Best Way to Roll Your Stats