Alternate Ability Score Generation: Modifier Based [Archive] - Wizards Community

Post/Author/DateTimePost
Rhomphaia

09-28-06, 08:57 AM
A few months ago in a thread about alternate methods of generating ability scores, I proposed a method that was based on total modifiers. I have since re-worked the system and elaborated on it and simplified it.

To begin, note that this is all before racial modifiers (as always). An upper limit of 18 and a lower limit of 6 should be enforced. The exact total modifier is variable depending on the campaign. I use +5 because it reflect the 25 point buy.

Generating scores is simple. Just decide what your ability scores are, keeping the upper and lower limits and total modifier in mind. Also, only two of your scores may be odd-numbered (this may also change from campaign to campaign). After that, simply apply racial mods and you're off.

As an example, here is an archetypical group of human cleric, dwarven fighter, halfling rogue and elven wizard. I will also post the equivilent point-buys for each one.

Human Cleric:
14, 11, 12, 10, 15, 10. (25)

Dwarf Fighter:
14, 13, 15, 10, 12, 8. (24)

Halfling Rogue:
10, 17, 10, 13, 12, 10. (25)

Elf Wizard:
10, 15, 10, 16, 12, 9. (26)

Of course these are not wholly optimized, but if someone were to want to do that, then they are welcome to at the cost of versatility. I like this system because it does not punish those who do wish to optimize a character nor those who wish to make a character who is more versatile.

Let me know what you think.
trapspringer

09-28-06, 01:39 PM
OK. Not bad. Yea.

It is mechanically sound, and simple, but it gimps the hell out of bards, paladins, and monks.

On a 28 pt buy they get four fourteens with no penalties. Under your system either everyone but those classes are retarded powerful or those classes are extremely weak.

Your system is extremely biased against classes with multiple key abilities.
Heahengel

09-28-06, 05:44 PM
I would say it makes it a bit easy to min max. Thats one of the reasons that point buy characters begin with all 8s. I agree with the above poster that it gives an advantage to single stat characters.

8 14 15 18 9 8 is a great stat line for a wizard. Thats way better than a 25 point buy, and its pretty much all I would want for a wizard. How about a fighter: 18 12 16 6 12 6. I admit that I would want more well rounded stats for a character of mine, but those all work.
Grand Theft Otto

09-28-06, 06:26 PM
That's what we use, except you have a total mod of 7, and 3 of your scores can be odd. Characters then get a +2 to any score, or a +4 to their lowest.

I give mooks a +4; typically I dont even bother noting the actual scores, just Str +2, Dex +1 Con +2 Int -1.

Since in our games, all stats are pretty useful, I havent seen anyone with below an 8.