That
which follows is a method of Ability scores determination for use –
during character creation – with any role-playing game employing
six Abilities with scores in the 3-18 range. This includes all
iterations of D&D I know about, retro-clones or other immediate
derivatives of them, as well as Dungeon World and some others.
The method can also be altered for a different number of Abilities or
scores in a different range, of course.
My
aim with this is to marry the “organic” feel of the
roll-3d6-in-order method with some of the most desirable qualities
of roll-and-arrange and fixed-set methods (namely, the ability to
play the class you desire, to always have a character you can make
sense of in your mind’s eye, and less power-disparity within the
party).
Rafu’s
matrix method
First
you need to draw a grid of three columns by six rows. Outside the
grid scribble the Abilities used in your game, one per row. It looks
like this:
Str:
|
|
|
|
Int:
|
|
|
|
Wis:
|
|
|
|
Con:
|
|
|
|
Dex:
|
|
|
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Cha:
|
|
|
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STEP
1: roll 6d6. Write the results in the first column, arranging
them as you wish.
STEP
2: in the second column, write the numbers 1, 2, 3, 4, 5 and 6,
arranged as you wish.
STEP
3: for the third column, roll 1d6 per row and write down the
results in order.
Finally,
total up each row to get your Ability scores.
Example: I'm playing OD&D. I roll underwhelming dice in Step #1 (4, 4, 3, 2, 2, 1), but I decide I'm gonna try and make this character a Cleric — a hardy and survivable, no-nonsense knight-templar type. Dice are kinder to me in Step #3.
Str:
|
3
|
4
|
5
|
=12
|
Int:
|
2
|
1
|
2
|
= 5
|
Wis:
|
4
|
6
|
4
|
=14
|
Con:
|
4
|
5
|
4
|
=13
|
Dex:
|
1
|
2
|
3
|
= 6
|
Cha:
|
2
|
3
|
6
|
=11
|
Variants
If
you like to use formal rules for “unplayable” characters, to
establish when a player’s allowed to reroll, try devising
some based on Step #1 (only): this saves everybody’s time.
Something like: “if you got two or more 1s and/or your best die is
a 4, you’re allowed to reroll”.
If
you want a more uniform power-level, and/or to make any one point of
difference very meaningful (a flatter distribution):
for
Step #1, roll 8d6 then drop highest and lowest die (or even 10d6
drop 2 highest and 2 lowest, etc.);
for
Step #3, roll 3d6 and keep the median value (drop high and low)
instead of 1d6.
For
a different number of Abilities (five scores, seven scores, etc.)
you need to both:
roll
nd6 in Step #1 where n is the number of Abilities;
alter
the array of numbers in Step #2 by removing or adding (duplicating)
values starting from the middle ones (3s and 4s): thus an
array for an 8-Abilites game could be “1,2,3,3,4,4,5,6”, one
for a 4-Abilities game is “1,2,5,6”.
To
generate Ability scores in a 2-12 range (Epées &
Sorcellerie, World of Dungeons):
skip
Step #1;
for
Step #3, either:
use
the 3d6-keep-median roll, or
repeat
Step #3 twice, writing down both sets of results, then choose one
(a whole set, not row-by-row).
Notes
I
originally devised this method back in my 3E days, out of a desire to
introduce some controlled randomness, but never got to put it to any
real use. I wouldn’t use it for a 4E game, because it doesn’t fit
with the small-squad tactics optimization those rules finally
canonized as the “official” style of play, IMO. But in the
present era of Old-School Renaissance, widely available OD&D
retro-clones and free-licensed, D&D-themed Apocalypse World
hacks… I believe there is now room and even demand for little
house-rules like this to be circulated.