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    Barbarian in the Playground
     
    Glawackus's Avatar

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    Default Generating Those Six Magic Numbers

    I'm writing a character generator program for my Computers Seminar project here in school. I want it to be fairly robust, and was wondering about the different ways that people generate attribute scores.

    The methods that I know of so far:
    --Classic: 4d6, drop lowest
    --Point-Buy: Everything starts at 8, modify by x amount of points
    --Elite Array: You get this, this, and this, assign as you like (I forget what the numbers are).

    Are there any other big ones that I'm missing, or are these the most common ways that people get the attributes?

    [Edit] If this is in the wrong forum, I apologize in advance. Wasn't really sure where to put it.
    Last edited by Glawackus; 2007-09-25 at 11:30 AM. Reason: Apologizing in advance :S
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    Halfling in the Playground
     
    NecromancerGuy

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    Default Re: Generating Those Six Magic Numbers

    I have a DM that just makes us roll 3d6 and take what you get. Kinda leaves things more to chance to make it interesting. I've also seen players go for a 5d6 drop the 2 lowest. I dont like that one, unless its meant to be an overpowered group.

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    Orc in the Playground
     
    Tellah's Avatar

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    Default Re: Generating Those Six Magic Numbers

    I've seen a few others, but they're essentially variants on what you've got there:

    • 5d6 drop two
    • 32 point buy (rather than the standard 25), seemingly a common method judging from forum activity
    • 3d6 straight, no arranging by preference
    • 1d20
    • 2d10
    • 1d10+8


    Those are the ones I can remember seeing more than once, but of course there are plenty of wacky generation methods out there.

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    Ogre in the Playground
     
    crimson77's Avatar

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    Default Re: Generating Those Six Magic Numbers

    Quote Originally Posted by Glawackus View Post
    --Elite Array: You get this, this, and this, assign as you like (I forget what the numbers are).
    15, 14, 13, 12, 10, 8
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  5. - Top - End - #5
    Titan in the Playground
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    Default Re: Generating Those Six Magic Numbers

    6d3 is something I've been meaning to try. Gives you a score between 6 and 18, with an average of 15. Very high powered, but has some potential.

    Another one I've considered is 1d12+1d8. Score between 2 and 20, with the average at 11 (not much higher than 3d6's 10.5 average). Makes for more broadly oriented characters.

    Finally, I've tried the Champion array: 18, 16, 14, 12, 10, 8.
    Last edited by Fax Celestis; 2007-09-25 at 11:36 AM.

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    Barbarian in the Playground
     
    Jacob Orlove's Avatar

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    Default Re: Generating Those Six Magic Numbers

    6d3 has an average result of 12.

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    Ettin in the Playground
     
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    Default Re: Generating Those Six Magic Numbers

    Our group uses one of two;

    1. Standard 4d6, drop lowest

    or

    2. 3d6, re-roll 1's (6-18, tends to come out on par with the above...functionally)

    Though our favorite is having the other players vote on your real-life ability scores, and using those. =)
    Last edited by Crow; 2007-09-25 at 11:42 AM.
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  8. - Top - End - #8
    Bugbear in the Playground
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    Default Re: Generating Those Six Magic Numbers

    As a programmer also, here is a note when actually doing the programming:

    Don't mistake a random number 2-12 to be the same as 2d6. The probabilities of the individual numbers are different. Namely, for 2-12 random, each number has an equal chance, whereas with 2d6, the chance increases as you approach the mean (with 7 being the most common result).

    Generation methods:
    3d6
    4d6b3
    5d6b3
    Point-Buy (28, 32, 36)
    Unusual Variants (6d3, 1d10+8, etc)
    Grid-Method (shown here), which uses another generation method as well.

  9. - Top - End - #9
    Barbarian in the Playground
     
    Jacob Orlove's Avatar

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    Default Re: Generating Those Six Magic Numbers

    There's also the "just pick whatever scores you want" method, but that won't work for most groups.

  10. - Top - End - #10
    Halfling in the Playground
     
    NecromancerGuy

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    Default Re: Generating Those Six Magic Numbers

    Quote Originally Posted by Crow View Post
    Though our favorite is having the other players vote on your real-life ability scores, and using those. =)
    I though i heard of a site or a group or something that came up with a criteria for generating your real world stats. If anyone knows of it send me a link!

  11. - Top - End - #11
    Titan in the Playground
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    Default Re: Generating Those Six Magic Numbers

    Quote Originally Posted by Jacob Orlove View Post
    6d3 has an average result of 12.
    Not quite. For calculating the averages of dice, it's the least possible plus the most possible, divided by 2.
    1+3=4
    4/2=2
    6*2=12

    Nevermind, I forgot that odd-sided dice have whole number averages. This is what I get for originally doing it in my head.

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    Titan in the Playground
     
    Kurald Galain's Avatar

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    Default Re: Generating Those Six Magic Numbers

    There's the "click on the + button until you get straight 18s" which is mostly used in computer games.

    Also, there's 5d4 (Dark Sun) and "any 6 scores that add up to 75" (which makes more sense in 2nd ed, I suppose).

    There's also the variant where you aren't allowed to switch your scores around - e.g. roll [3 of 4]d6 six times, and keep the stats in that order.

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    Bugbear in the Playground
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    Default Re: Generating Those Six Magic Numbers

    Quote Originally Posted by Fax_Celestis View Post
    Not quite. For calculating the averages of dice, it's the least possible plus the most possible, divided by 2...
    Actually, it's just the least plus most divided by 2. All of the numbers on a single die are equally possible

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    Bugbear in the Playground
     
    BardGuy

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    Default Re: Generating Those Six Magic Numbers

    I use 2d6 +6. This generates an average of 13, with a range of 8-18.

    I've also used 1d10+8. I don't like this as much.
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    Titan in the Playground
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    Default Re: Generating Those Six Magic Numbers

    Quote Originally Posted by Kurald Galain View Post
    Also, there's 5d4 (Dark Sun)
    Ooh, I kinda like that one.

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    Bugbear in the Playground
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    Default Re: Generating Those Six Magic Numbers

    My group has long used 4d6, reroll ones (untill it's not a one), take best three - so you might want to include the option to ignore certain numbers should they come up.
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    Bugbear in the Playground
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    Default Re: Generating Those Six Magic Numbers

    OP, you've actually sparked my mind (during school, no less) enough to write a generic "dice roller" function. Nothing stat-wise and nothing special (no best-of or min-value modifiers) but still workable.

    Of course, it's in Java... /geek

  18. - Top - End - #18
    Titan in the Playground
     
    Kurald Galain's Avatar

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    Default Re: Generating Those Six Magic Numbers

    Quote Originally Posted by Swooper View Post
    My group has long used 4d6, reroll ones (untill it's not a one), take best three - so you might want to include the option to ignore certain numbers should they come up.
    That's technically 4d5 [pick best three] + 3

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    Ogre in the Playground
     
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    Default Re: Generating Those Six Magic Numbers

    Quote Originally Posted by Fax_Celestis View Post
    Finally, I've tried the Champion array: 18, 16, 14, 12, 10, 8.
    Where did this come from?
    I am posting from my IPhone 90% of the time. Please forgive any spellcheck errors.
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  20. - Top - End - #20
    Barbarian in the Playground
     
    adanedhel9's Avatar

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    Default Re: Generating Those Six Magic Numbers

    I vaguely remember this system from my rec.games.frp.dnd days; I know I've seen it posted here at least once, but the details are a bit fuzzy:

    Stat 1 = 3d6
    Stat 2 = 3d6
    Stat 3 = 3d6
    Stat 4 = 27 - Stat 1
    Stat 5 = 25 - Stat 2
    Stat 6 = 23 - Stat 3

    Arrange as desired.

  21. - Top - End - #21
    Titan in the Playground
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    Default Re: Generating Those Six Magic Numbers

    Quote Originally Posted by crimson77 View Post
    Where did this come from?
    I think it was made up somewhere on these very boards. It's a decent array, as far as arrays go.

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    Firbolg in the Playground
     
    Person_Man's Avatar

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    Default Re: Generating Those Six Magic Numbers

    My group uses an even simpler method. The DM sets a score value, usually 80 or 85. Your six stats must add up to that number. No stat can be higher then 18 + racial modifiers + stat bonuses from levels, and no stat can be lower then 3 after racial modifiers are applied, (which means a Dwarf would have to put a minimum of 5 points into Cha).


    This has the following advantages:

    1) Every PC starts out on equal footing. Your bonuses always add up to the same exact amount. No resentment because of poor die rolls.

    2) Every PC can customize what they want.

    3) You can make your PC truly shine at an ability.

    4) If you really want to dump an ability (Wis and Cha are popular) you can, but then you must accept the consequences on your roleplaying (a low Wis PC should make poor tactical decisions, a low Cha PC should have trouble communicating - even with other PCs, etc) and in combat (expect poison, ability drain, ability damage, etc).


    Disadvantages:

    1) Builds with MAD tend to suck if the base stat points are generally low. For example, a Gish build has a hard time with just 80 stat points.

    2) Builds with MAD generally pwn if the stats are generally high. A well built gish with 100 stat points can do almost anything, destroying niche protection.

  23. - Top - End - #23
    Dwarf in the Playground
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    Default Re: Generating Those Six Magic Numbers

    My group uses: 4d6 x 7 (as opposed to 4d6 x 6). Drop the lowest roll, drop the lowest total. Makes things somewhat higher powered, but doesn't overblow it. Generally prevents you from having penalties.

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    Pixie in the Playground
     
    BlackDragon

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    Default Re: Generating Those Six Magic Numbers

    Lessee.

    4d6 reroll 1s. Drop lowest.

    2d6+6.

    1d6+12.

    1d6+1d4+1d8.

    1d6+1d12.

    2d12.

    4d6 (no dropping)

    These are all styles of games I have played/used.

    OH YEAH.

    Stat Matrix. 3d6 in each slot of a 6x6 grid, take any row, column, or diagonal of 6 stats.
    Last edited by BetaFlame; 2007-09-25 at 01:35 PM.

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    Orc in the Playground
     
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    Default Re: Generating Those Six Magic Numbers

    Here's one I haven't read around here, quite yet:

    18d6, roll all at once, put in groups of three. Highly customizable, can make for some overpowered characters, but it's fun to roll fistfuls of dice. Works best with smaller, 'monopoly/Shadowrun/Warhammer' style dice.
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    Troll in the Playground
     
    Daemon

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    Default Re: Generating Those Six Magic Numbers

    One interesting variant I heard of was rolling 24d6, drop the lowest 6, and arrange as desired (no score above 18 or below 3).

  27. - Top - End - #27
    Troll in the Playground
     
    ElfMonkGuy

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    Default Re: Generating Those Six Magic Numbers

    Let's not forget the Standard array, used for generating normal NPCs: It's 8,9,10,11,12,13 if I remember correctly.

  28. - Top - End - #28
    Titan in the Playground
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    Default Re: Generating Those Six Magic Numbers

    Quote Originally Posted by Indon View Post
    Let's not forget the Standard array, used for generating normal NPCs: It's 8,9,10,11,12,13 if I remember correctly.
    And the Mundane array (11, 11, 11, 10, 10, 10).

  29. - Top - End - #29
    Titan in the Playground
     
    Kurald Galain's Avatar

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    Default Re: Generating Those Six Magic Numbers

    Quote Originally Posted by Fax_Celestis View Post
    And the Mundane array (11, 11, 11, 10, 10, 10).
    And the "DM hates you" array (8,7,6,5,4,3).

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    Ettin in the Playground
     
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    Default Re: Generating Those Six Magic Numbers

    I use the following method, though I don't think I have ever seen anybody else use it. I roll 3d6 12 times, drop the 6 lowest entries.
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