New method of ability scores generation [Archive] - Wizards Community

Post/Author/DateTimePost
zzo38

08-10-07, 07:43 PM
Here is a new method of ability scores generation, I want you to see if you like it. It will be used in Icosahedral (a completely new system, similiar to d20 but a lot of differences).

Instructions:
1. For each ability, write a number from 0 to 9. You can use any numbers you want, all 9's, all 0's, 1 2 3 4 5 6, it doesn't matter.
2. For each ability roll 1d8 and add the result to the written number, Now you have six numbers in the range 1-17.
3. Calculate the total of all the numbers you have so far.
4. Calculate the percentage of the total for each number and round down to the 1% and write these numbers down.
5. Look up these percentages on the lookup table, and write the score corresponding to the highest percentage equal to or lower than the percentage
6. Repeat steps 1-5. Now select one of the lists of scores whichever one you prefer.
7. Calculate the total of all these scores. For each three points less than 72, gain 1 bonus point.
8. Gain 2 bonus points for free.
9. Apply all positive racial modifiers.
10. Spend the bonus points. Distribute them amongst any ability score(s) you want, but you can't use them to increase a score above 18.
11. Apply all negative racial modifiers.
12. Now you are finished and have the ability scores for your character.

Lookup table:
1% 6
2% 8
3% 9
4% 10
10% 11
14% 12
19% 13
25% 14
30% 15
35% 16
48% 17
65% 18
77% 19

Excel: http://zzo38computer.cjb.net/dnd/ImprovedUnearthedArcana/AbilityScores.xls
Knightblde

08-10-07, 10:15 PM
HUH?
Archon of Light

08-10-07, 10:30 PM
:uh-huh:
Tequila_Sunrise

08-11-07, 12:11 AM
Unless your players are all accountants, you're in a bad place my friend. Reading that just gave me a headache.
zzo38

08-11-07, 01:39 AM
Unless your players are all accountants, you're in a bad place my friend. Reading that just gave me a headache.
You do not have to do it by hand, you can use the computer if you prefer to do that. You can use the spreadsheet that I posted. If you have more question, you can write it on here.
enlightened

08-11-07, 01:45 AM
In what way is this better than the existing methods for generating ability scores, such as point buy or rolling 4D6 dropping the lowest, etc.?

What does this offer that the other methods do not?
zzo38

08-11-07, 02:05 AM
In what way, is this better than the existing methods for generating ability scores, such as point buy or rolling 4D6 dropping the lowest, etc.?

What does this offer that the other methods do not?
It doesn't make overpowered or underpowered scores (that is why you need percentages and lookup table), but is still random with some choices you can make. So you can't make all the choices, you don't get to distribute the numbers either but you can influence the numbers a bit.
Braids

08-11-07, 04:52 AM
tl;dr Roll 4D6, drop the lowest.
Thakowsaizmu

08-11-07, 08:18 AM
13. Throw that all out and roll some dice.
Malruhn

08-11-07, 11:37 PM
You wanna make me happy? Come up with something easier than what we have now... if you have something that is easier than Roll 4d6, and drop the lowest, then you are cooking with gas.

If not, you are just an overfilled gas-bag.

I'm a numbers person - and you had MY head spinning on that one! You would have us driving from Toronto to Windsor via Miami, Seattle, LA - and Moscow...
zeratulcraft

08-12-07, 12:51 AM
Use d8+10. Hero stats!
Archon of Light

08-12-07, 01:05 AM
It doesn't make overpowered or underpowered scores (that is why you need percentages and lookup table), but is still random with some choices you can make. So you can't make all the choices, you don't get to distribute the numbers either but you can influence the numbers a bit.

I'm officially dubbing this the "Goldilocks Method" for dice rolling. It's not overpowered, but it's not underpowered. It's just right.

Well it's just right for this guy, anyway. :looloo:
DCAnderson

08-12-07, 02:29 AM
Because my life is hollow and meaningless, I will try to genrate ability scores for a Human Paladin using this system.

1. For each ability, write a number from 0 to 9. You can use any numbers you want, all 9's, all 0's, 1 2 3 4 5 6, it doesn't matter.

Allright I guess I would probably prioritize my abilities as something like

Cha
Str
Con
Wis
Dex
Int


So I guess I'll just start at 9 for charisma and count back by one for each, so:

Str 8
Dex 5
Con 7
Int 4
Wis 6
Cha 9


2. For each ability roll 1d8 and add the result to the written number, Now you have six numbers in the range 1-17.


Str 14
Dex 10
Con 13
Int 11
Wis 13
Cha 11


3. Calculate the total of all the numbers you have so far.

72

4. Calculate the percentage of the total for each number and round down to the 1% and write these numbers down.


Str 19%
Dex 13%
Con 18%
Int 15%
Wis 18%
Cha 15%

5. Look up these percentages on the lookup table, and write the score corresponding to the highest percentage equal to or lower than the percentage


Str 13
Dex 11
Con 12
Int 12
Wis 12
Cha 12

6. Repeat steps 1-5. Now select one of the lists of scores whichever one you prefer.
I have to do this crap again? Twice?
Screw it, for this test case I'm doing it once.

7. Calculate the total of all these scores. For each three points less than 72, gain 1 bonus point.
No bonus points.
8. Gain 2 bonus points for free.

2 bonus points

9. Apply all positive racial modifiers.

n/a

10. Spend the bonus points. Distribute them amongst any ability score(s) you want, but you can't use them to increase a score above 18.

Str 13
Dex 11
Con 12
Int 12
Wis 12
Cha 14


Allright, I just put a lot of work into generating the equivalent of a 26 point-point buy.:bored:
zzo38

08-12-07, 10:42 AM
In case you don't want to do it by hand, you can use the spreadsheet I linked to. It is much faster and easier by using the spreadsheet.

Instructions for using the spreadsheet:
1. Enter numbers 0 to 9 in the input column.
2. Push F9 (even if it is already calculated) and copy the results from the final column (and the bonus points) to a paper.
3. Push F9 again and copy the results from the final column again (and the bonus points) to another column on the paper.
4. Select the column of scores you prefer.
5. Apply all positive racial modifiers.
6. Spend the bonus points at the bottom of the selected column. Distribute them amongst any ability score(s) you want, but you can't use them to increase a score above 18.
7. Apply all negative racial modifiers.
8. Now you are finished and have the ability scores for your character.
Tequila_Sunrise

08-12-07, 03:26 PM
The brutal truth is that this system is just too complicated. Any time when you find yourself saying 'it's easier if you use a spreadsheet', you can be sure that 90% of the gamer population will loose interest long before you are able to coax them into opening Excel.

Your system may in fact be the perfect balance between dice rolling and point buy, but no one will use it because it doesn't have either of the appeals that make ability generation fun. It lacks the total control of point buy and also lacks the visceral excitement of dice rolling, and on top of that it takes a mathematician or a computer to work out.

Not trying to be nasty here, but it's better to be dissapointed now than when you try to start a game.
AnonymouseRex

10-13-07, 11:51 PM
Sigh .. some people are just perpetually misunderstood. Am I right zzo?

I think its fine. My Champions / Hero System buddies would love it. Of course they are industrial engineers and microcellular biochemists... they are numbers people the likes of which would make Malruhn look like a 12 year old with a learning disability. I swear to you those guys would be able to run the percentage and number calculations through their head and just toss a fist full of d8s a couple of times to generate their stats.

They are also hyper jazzed on "more statistically this that or the other thing" kinda stat manipulations. I have seen them do more "for fun math" calculating the possibility spread of ... anyhow you catch my drift. These numbskulls don't appreciate the nice little system you have here. You will probably have to poke around harder to find people that would. Mayhap another forum. I saw something like this on regdars within the last few months actually.

You should read regdars actually. It'll help with your english. QC correct?
ArochanoX

10-14-07, 07:48 AM
This hurts my brain. Alot.

If you want more heroic ability scores, roll 4d6 (reroll all 1's as long as there are no 1's anymore, discard lowest). Or actually it's 3+4d5 (discard lowest). It gives you ability scores ranging from 6 to 18 where average is 13. (4d6 remove lowest average is 12, 3d6 average is 10,5)
zzo38computer

10-14-07, 11:10 AM
Sigh .. some people are just perpetually misunderstood. Am I right zzo?

I think its fine. My Champions / Hero System buddies would love it. Of course they are industrial engineers and microcellular biochemists... they are numbers people the likes of which would make Malruhn look like a 12 year old with a learning disability. I swear to you those guys would be able to run the percentage and number calculations through their head and just toss a fist full of d8s a couple of times to generate their stats.

They are also hyper jazzed on "more statistically this that or the other thing" kinda stat manipulations. I have seen them do more "for fun math" calculating the possibility spread of ... anyhow you catch my drift. These numbskulls don't appreciate the nice little system you have here. You will probably have to poke around harder to find people that would. Mayhap another forum. I saw something like this on regdars within the last few months actually.

You should read regdars actually. It'll help with your english. QC correct?

So, at least some people like it! Well, I didn't except everyone to like it, just like some people don't like point-buy or some people don't like the standard method, now there is just another method to choose from. Of course I thought some people might like it and finally I found out. So, you can use this if you prefer. I have used it once, for my latest character sheet (I calculated it by computer though, not by hand. I used the spreadsheet I made to do that)
CryoSilver

10-22-07, 11:58 PM
Now, I'd use this method, except that it seems like a lot of trouble for something that point buy covers just as well with less hassle.

The simple method I use to generate scores when I DM is thus:
Three players: each rolls twice, and I roll once, using 4d6 drop. The lowest score gets tossed out, and the other 6 are the scores everyone uses, distributed as they please. Fair and simple.

Four players: Same thing, except I (as DM) don't roll, and one players draws the short straw and only rolls once.
Salla

10-23-07, 01:03 AM
Sigh .. some people are just perpetually misunderstood. Am I right zzo?

I think its fine. My Champions / Hero System buddies would love it. Of course they are industrial engineers and microcellular biochemists...

I don't know what your Champions/Hero System buddies are smoking, but this also-Hero system dude thinks that's ridiculously complicated for no significant payoff.
JimProfit

10-23-07, 02:16 AM
Here's a better idea.

Roll a d20 six times, re-roll anything below 5.
zzo38computer

10-23-07, 02:15 PM
Here's a better idea.

Roll a d20 six times, re-roll anything below 5.

I think that's even worse than standard rolling or point-buy.

That's good if you want completely random and wild ability scores, but usually it is best not to do such things as that.
CryoSilver

10-23-07, 05:51 PM
It results in an average of 12.5, but unlike regular 4d6 drop, it's evenly distributed from 5-20, rather than clustering in the middle, because you're only rolling one die.
CrimsonDeath

10-23-07, 06:45 PM
How'd you derive your lookup table?

What's the relevance of the percentages?

Using this system, is it possible to generate a character that begins play with a 20 in one ability score?
deathbane

10-23-07, 08:26 PM
If it is harder than doing thaco in 2nd edition then I don't want anything to do with it. This chart is even worse than the cleric's turn undead table, and we all know how much people love that.
zzo38computer

10-23-07, 10:36 PM
How'd you derive your lookup table?
By mathematics, averages, experiments, and Excel.

What's the relevance of the percentages?
The percentages are used so that no matter what numbers you roll you will still get balanced ability scores.

Using this system, is it possible to generate a character that begins play with a 20 in one ability score?
No it isn't possible to start with more than 19 (unless you have racial bonuses). 77% to 100% is 19, and anyways, you could get "1,1,1,1,1,17" as the raw numbers anyways so the highest number (17) isn't 100% of everything because the lowest number has to be not less than 1. And the bonus points cannot increase ability scores 18 or more, so if you get 18 or 19 you cannot spend the bonus points on that score to get 20. Racial bonuses +2 can increase your ability scores up to 21.
Salla

10-23-07, 10:50 PM
The percentages are used so that no matter what numbers you roll you will still get balanced ability scores..

Are you defining 'balanced' as 'almost identical'? That seems to be the upswing of this.

Seriously, just use point buy.
JimProfit

10-24-07, 02:55 AM
I think that's even worse than standard rolling or point-buy.

That's good if you want completely random and wild ability scores, but usually it is best not to do such things as that.
Well, I try it in practice by let's see.. if me, my pal James, and girlfriend Johana were making characters, James is suspicious and refuses to roll till me and Johana have, who always thinks i'm so brilliant and goes right along.

Johana's Rolls:
18, 10, 17, 13 (re-rolled from a 2), 18, 16 (re-rolled from a 1)

Sense she loves playing a monk she's going to have a sick character that's gonna rip everyone a new *******.


Jim's Rolls:
14, 14, (re-rolled from 2) 8, 13, 14, 16 (re-rolled from 4)

Not an awesome bunch, but above average, probably better then what you'd get on 4d6 drop the lowest in general. And sense I like playing barbarians, this array will do.


Jame's Rolls:
18, 13, 10, 12, 19, (re-rolled from 3) 18 (re-rolled from 2)

Jame's reconsiders his position. Never starting off with anything above 18 before race-modifier, let alone having such an awesome array, he takes back what he said and for once doesn't need help with better gear for playing the sucky paladin (he likes it, but admits they suck)



Ironicaly I got the worst scores, that's what I get for not trusting in my cards err--dice lol! But even then, they weren't a bad lot.



If you don't want players to get better then another in stats you should use pointbuy. But if you want more gritty realism of survival and randomness. Then I'd propose this.
Erk_

10-24-07, 03:16 AM
I'm a big fan of unnecessarily complicated math, but I just don't see the point. That is outside of the common "tl;dr" or "too many numbers break my brain" arguments: the stats you're rolling look more or less like 4d6-drop-1 with a dose of "reroll under 7", and the values I am seeing don't look more balanced or fair... in fact, they look overpowered and a bit more unfair than the dice rolls my parties usually get, and you're winding up with quite a few outlying 1s, 2s, 3s, and 4s in your example. Those are exceptionally rare with most techniques.

Speaking of point-buy vs. randomness, saw a really awesome technique around here a while ago that stuck in my brain. I have no idea who originated it, since I got it 2nd hand in the first place.

Take a deck of cards, and separate out a pair of 4s, 5s, 6s, 7s, 8s, and 9s.
Shuffle the cards you have separated, and deal them into six pairs.
Voila. You will have nothing under an 8, and nothing over an 18, and all players will have equal stats.

Want to tweak randomness a little? add in a few more 7s, 8s, and/or 9s, maybe even one 10 (don't remove any lower cards).
Tequila_Sunrise

10-24-07, 08:44 PM
Speaking of point-buy vs. randomness, saw a really awesome technique around here a while ago that stuck in my brain. I have no idea who originated it, since I got it 2nd hand in the first place.

Take a deck of cards, and separate out a pair of 4s, 5s, 6s, 7s, 8s, and 9s.
Shuffle the cards you have separated, and deal them into six pairs.
Voila. You will have nothing under an 8, and nothing over an 18, and all players will have equal stats.

If you ever see username Psion over at Enworld.org, you can thank him 'cause he's where I got this method from. I'm looking forward to starting a new campaign so I can try it out!
pigknight

10-30-07, 09:20 PM
Well this is over complicated, why should someone use a spead sheet to generate some ability scores. For that cleric turning table its (roll-10)/3 (did I just answer the question of life?).