“Fair” Stat Rolls

This conversation, over at the RPG.net forums about “Fair” Stat Rolls got me looking thru stuff I have saved on my Google Drive about ability score generation. The OP was presenting and looking for methods for groups to have “fair” rolls all around. Instead of someone getting hot with an 18, 17, and nothing below 13, while someone else has a high roll of 14.

I had two blog posts saved of methods that I have actively used at my table, and liked. I wanted to post links to those blogs on RPG.net, but found the links were dead, both blogs have been removed from Blogspot. Luckily I had copy and pasted the original posts into Google Drive documents.

In an effort to preserve these, I re-post them here.

Ability Score Rolling Matrix

Because Your Character May Die at Any Time

by Greg Gorgonmilk

Original, dead link.

Greg now blogs over at https://ggmlk.blogspot.com/ , though this post does not look like it made the move. Instead of doing this for yourself, I’ve had the whole group take turns rolling and filling out the squares, though I think I’ve had them use 4d6 drop lowest. Then, each player picks a set of six scores as described in the matrix. My group sat down together at Session Zero and discussed out what scores would be best for what each player wanted. We saved the matrix for any new players or replacement characters that were needed.

rolling+matrix+REVISED

Tic-Tac-Toe Style Ability Scores

by Treasure Hunter RPG

Original Dead Link

I used this one in a three-player group. Once again, I had each player take turns rolling to fill out the board. Each player got a copy of the same board to pick their Ability Scores.

Draw a tic-tac-toe board.  Across the top, label the columns “Str”, “Dex”, and “Con” for Strength, Dexterity and Constitution.  Label the rows “Int”, “Wis”, and “Cha” for Intelligence, Wisdom and Charisma.

Throw four six-sided dice, drop the lowest and add the pips, and write that number in the top-left box.  Repeat this process eight more times for the other eight boxes. 

For any given number, it may be assigned to the ability of the row it’s in or column it’s in, but not both.  When you use a particular number, cross it out afterwards. You will find that three scores are left over.

This method generates above-average ability scores, but the moderate incidence of low scores means these characters resemble regular folks, only a little better.  These kinds of characters are quite viable but also within the normal range for Men.

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