For the last installment on ability scores, I've come up with a fun way to generate ability scores for an entire party, borrowing from the fantasy draft feature in Baseball Mogul.
Step 1: Everyone Rolls Up One Character
Each player generates one set of stats, rolling 4d6 and keeping the best 3, and recording the stats in the order rolled. The GM does the same.
Here's an example with 4 players:
Table Cell | Alex | Beth | Clay | Daryl | GM |
STR | 10 | 18 | 12 | 14 | 17 |
INT | 14 | 11 | 11 | 11 | 17 |
WIS | 11 | 9 | 7 | 12 | 11 |
DEX | 12 | 12 | 10 | 11 | 14 |
CON | 15 | 16 | 13 | 9 | 7 |
CHA | 15 | 18 | 11 | 11 | 13 |
We see that Clay rolled a pretty bad character. But that's OK because he's going to pool his rolls with everyone else before divvying them up.
Step 2: Re-Rolls
Each player picks one of the stats that they rolled and re-rolls it, keeping the highest score. We are trying to build the best party, not the best character. So, Alex chooses to re-roll her WIS score, in hopes of having at least one high Wisdom score to choose from. Here are the scores after the re-rolls (shown in bold):
Table Cell | Alex | Beth | Clay | Daryl | GM |
STR | 10 | 18 | 12 | 14 | 17 |
INT | 14 | 11 | 11 | 11 | 17 |
WIS | 12 | 16 | 7 | 12 | 11 |
DEX | 12 | 12 | 13 | 16 | 14 |
CON | 15 | 16 | 13 | 9 | 7 |
CHA | 15 | 18 | 11 | 11 | 13 |
Step 3: Throw Out The Boring Scores
To keep things interesting, remove the *middle* score from each row. This preserves the interesting scores (the high rolls and low rolls), but also keeps the average score near 12.2 (the average result of rolling 4d6 and keeping the best 3).
The remaining scores are the ones that players will "draft" from (shown here, sorted from high to low):
STR | 18 | 17 | 12 | 10 |
INT | 17 | 14 | 11 | 11 |
WIS | 16 | 12 | 11 | 7 |
DEX | 16 | 14 | 12 | 12 |
CON | 16 | 15 | 9 | 7 |
CHA | 18 | 15 | 11 | 11 |
Step 4: "Draft" The Scores
Player #1 ("Alex") picks first. She can pick any score in the table, but she can't change what stat it applies to. If she picks the '18' in the STR row, she has to use it for Strength.
Alex wants to play a thief/rogue, so she picks the 16 DEX. Here are the characters after Round 1 of the draft:
Table Cell | Alex (Thief) | Beth (Cleric) | Clay (Fighter) | Daryl (Mage) |
STR | 18 | |||
INT | 17 | |||
WIS | 16 | |||
DEX | 16 | |||
CON | ||||
CHA |
For the 2nd round, we reverse the draft order, so that Player #1 doesn't get to pick first in every round:
Table Cell | Alex (Thief) | Beth (Cleric) | Clay (Fighter) | Daryl (Mage) |
STR | 17 | 18 | ||
INT | 17 | |||
WIS | 16 | |||
DEX | 16 | |||
CON | 15 | 16 | ||
CHA | 18 |
And here's the completed set of characters (before racial adjustments):
Table Cell | Alex (Thief) | Beth (Cleric) | Clay (Fighter) | Daryl (Mage) |
STR | 10 | 17 | 18 | 12 |
INT | 14 | 11 | 11 | 17 |
WIS | 7 | 16 | 11 | 12 |
DEX | 16 | 12 | 14 | 12 |
CON | 7 | 9 | 15 | 16 |
CHA | 18 | 15 | 11 | 11 |
Summary: Each character gets a very good score in their primary attribute. But unlike systems that let players arrange stats as they like, they can't dump their low rolls in their least favorite stats (usually some combination of INT, WIS and CHA -- depending on character class).
Again, gonna have to try this one. It's a little hard to pick up from just the description. Maybe if you went through an entire draft, not just two rounds. :)
ReplyDeleteOK. After working through this with Excel and a lot of table transposing and sorting, I think I get it. The only thing I wonder about is the fairness of who goes first, etc. during the last bit. If there are only 4 players, sure, what you have works. But if there are 6 or 8? The ones in the middle always get stuck exactly IN the middle.
ReplyDeleteIt's not a penalty to be stuck "in the middle" as far as I can tell. The high scores are randomly distributed -- they aren't available just at the beginning of each draft round.
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