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Author Topic: Rolling ability scores  (Read 689 times)
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running_bear
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« on: May 27, 2011, 11:21:48 PM »

Hey, I was just wondering, what do you guys usually do for ability scores when creating new PCs? I've been looking at the world, and it seems that a roll system creating stronger characters than usual would be a good idea, in order to make up for the disadvantage of having to live under the boot of the Shadow. Any thoughts/recommendations?
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Luiniel Blades
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« Reply #1 on: May 28, 2011, 01:44:10 AM »

Hey Bear, and welcome to the forums.  

The traditional method in the book of rolling 4d6 for each ability score has a tendency for rolling out some higher than average folks.  Although if your looking for more heroic people, 2d6+6 is a decent method.  I consistently find myself rolling at least 3 ability scores of 14 and up using it.  

An alternate method is the dice pool method.  An average campaign lets say, gives you 24d6.  Starting with a minimal of 3d6 for each ability score, the players then have 6d6 left over with which to allocate to their attributes.  With the cap being 5d6 for any one ability score.  This method allows the players a bit of freedom in allowing their characters better odds for that high Dexterity or Wisdom.  Of course feel free to increase or decrease the amount of dice or adjust the caps depending on the kind of game you're running.

Generally speaking the players should feel that their characters are the heroes that myths and legends while their characters should feel that being as strong as an Ogre, graceful as a practiced dancer, or brighter than the village elder are all just unusual traits to help them live a little longer in a world of shadow.
« Last Edit: May 28, 2011, 01:47:45 AM by Luiniel Blades » Logged

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« Reply #2 on: May 28, 2011, 01:53:11 AM »

You also could forgo rolling in favor of a point buy system, with a starting point total for your players at whatever amount is necessary to provide the caliber of ability scores you want for them.

and, welcome.
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arnon
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« Reply #3 on: May 28, 2011, 08:49:19 AM »

This is the method we've been using for the past years, for both Midnight and other D&D campaigns:

1. Use 21 cards of values: 2x1,4x2,4x3,3x4,4x5,4x6.
2. Take out 2 cards with a value of 2 and one card with a value of1.
3. Shuffle the cards and divide them into 6 groups of 3 cards (each representing an ability score)
4. Add the extra cards wherever you like.

I usually allow players to shuffle two or three times.

Cheers,
-arnon
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Against the Shadow  |  Forum  |  Midnight & RPGs  |  GM's Corner (Moderators: Bleak Knight, Glacialis)  |  Topic: Rolling ability scores
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