Post by Azral on Sept 18, 2014 17:39:02 GMT
As for starting stats. Even though of course I would like more, the way Darren lets us roll 4d6 dropping lowest d6. Then if under 25pt buy you can use a 25 pt buy! isn't to bad tbh.
Spook in the Dungeon Masters Guide it gives you some choices. If you look at them you will kind of see what I mean...
ABILITY SCORES (Dmg p169-170)
In addition to the standard method for generating ability scores presented in the Player’s Handbook (roll 4d6, discard the lowest die, and arrange as desired), here are eight options you might want to consider using in your campaign.
1. Standard Point Buy:
All ability scores start at 8. Take 25 points to spread out among all abilities. For ability scores of 14 or lower, you buy additional points on a 1-for-1 basis. For ability scores higher than 14, it costs a little more (see the table below).
This method allows for maximum customization, but you should expect each PC to have at least one really good score.
ABILITY SCORE POINT COSTS
2. Non-standard Point Buy:
Use the standard point buy method, except that the player has fewer or more points for buying scores, as shown on the table below.
3. Elite Array:
Use the following scores, arranged as desired: 15, 14, 13, 12, 10, and 8. These numbers (assuming they’re assigned to abilities in an appropriate way) produce characters with at least a decent score in every ability that’s important to the character’s class. This method is faster than the standard point buy method and is good for creating characters quickly. In fact, it’s the method we used to generate ability scores for the sample NPCs in Chapter 4 of this book.
4. The Floating Reroll:
Roll 4d6 six times, discarding the lowest die each time. Once during this process, the player can reroll the lowest die instead. Arrange scores as desired. This method results in slightly better characters than the standard Player’s Handbook method does, allowing players to either improve a particularly bad score or try to get a very good score.
For example, if the player rolled 4d6 and got results of 1, 2, 6, and 6 for a score of 14, she might choose to reroll the 1 to see if she could improve the score (and possibly even get an 18 if the reroll came up 6).
5. Organic Characters:
Roll 4d6 six times, discarding the lowest die each time. Place in order (Str, Dex, Con, Int, Wis, Cha) as rolled. Reroll any one ability score of your choice, taking the new roll if it’s higher.
Then switch any two ability scores. This method allows some choice but doesn’t let a player have all her ability scores exactly where she wants them. A character might have to learn to cope with unwanted clumsiness (just as in real life), or she may have a personal talent that isn’t usual for a member of her class (such as a high Strength score for a sorcerer).
6. Customized Average Characters:
Roll 3d6 six times and arrange scores as desired. This method produces characters more like average people but still allows customization. The player may reroll all scores if his ability modifiers total –3 or lower, or if he doesn’t have any score of 12 or higher.
7. Random Average Characters:
Roll 3d6 six times and place in order (Str, Dex, Con, Int, Wis, Cha). This is the strictest method. It frequently generates virtually unplayable characters, but it makes high scores very special. The player may reroll all scores if her ability modifiers total –3 or lower, or if she doesn’t have any score of 12 or higher.
8. High-Powered Characters:
Roll 5d6 six times, discarding the two lowest dice each time. Arrange as desired. This is just right for a high-powered game where the characters need to be really good just to survive. The player may reroll all scores if his ability modifiers don’t total at least +2 or if he doesn’t have at least one score of 15 or higher.
Hope this gives a bit more insight into starting stats for you bud..
Spook in the Dungeon Masters Guide it gives you some choices. If you look at them you will kind of see what I mean...
ABILITY SCORES (Dmg p169-170)
In addition to the standard method for generating ability scores presented in the Player’s Handbook (roll 4d6, discard the lowest die, and arrange as desired), here are eight options you might want to consider using in your campaign.
1. Standard Point Buy:
All ability scores start at 8. Take 25 points to spread out among all abilities. For ability scores of 14 or lower, you buy additional points on a 1-for-1 basis. For ability scores higher than 14, it costs a little more (see the table below).
This method allows for maximum customization, but you should expect each PC to have at least one really good score.
ABILITY SCORE POINT COSTS
Ability Score | Point Cost | Ability Score | Point Cost |
9 | 1 | 14 | 6 |
10 | 2 | 15 | 8 |
11 | 3 | 16 | 10 |
12 | 4 | 17 | 13 |
13 | 5 | 18 | 16 |
2. Non-standard Point Buy:
Use the standard point buy method, except that the player has fewer or more points for buying scores, as shown on the table below.
Type of Campaign | Points Allowed |
Low-powered | 15 |
Challenging | 22 |
Tougher | 28 |
High-powered | 32 |
3. Elite Array:
Use the following scores, arranged as desired: 15, 14, 13, 12, 10, and 8. These numbers (assuming they’re assigned to abilities in an appropriate way) produce characters with at least a decent score in every ability that’s important to the character’s class. This method is faster than the standard point buy method and is good for creating characters quickly. In fact, it’s the method we used to generate ability scores for the sample NPCs in Chapter 4 of this book.
4. The Floating Reroll:
Roll 4d6 six times, discarding the lowest die each time. Once during this process, the player can reroll the lowest die instead. Arrange scores as desired. This method results in slightly better characters than the standard Player’s Handbook method does, allowing players to either improve a particularly bad score or try to get a very good score.
For example, if the player rolled 4d6 and got results of 1, 2, 6, and 6 for a score of 14, she might choose to reroll the 1 to see if she could improve the score (and possibly even get an 18 if the reroll came up 6).
5. Organic Characters:
Roll 4d6 six times, discarding the lowest die each time. Place in order (Str, Dex, Con, Int, Wis, Cha) as rolled. Reroll any one ability score of your choice, taking the new roll if it’s higher.
Then switch any two ability scores. This method allows some choice but doesn’t let a player have all her ability scores exactly where she wants them. A character might have to learn to cope with unwanted clumsiness (just as in real life), or she may have a personal talent that isn’t usual for a member of her class (such as a high Strength score for a sorcerer).
6. Customized Average Characters:
Roll 3d6 six times and arrange scores as desired. This method produces characters more like average people but still allows customization. The player may reroll all scores if his ability modifiers total –3 or lower, or if he doesn’t have any score of 12 or higher.
7. Random Average Characters:
Roll 3d6 six times and place in order (Str, Dex, Con, Int, Wis, Cha). This is the strictest method. It frequently generates virtually unplayable characters, but it makes high scores very special. The player may reroll all scores if her ability modifiers total –3 or lower, or if she doesn’t have any score of 12 or higher.
8. High-Powered Characters:
Roll 5d6 six times, discarding the two lowest dice each time. Arrange as desired. This is just right for a high-powered game where the characters need to be really good just to survive. The player may reroll all scores if his ability modifiers don’t total at least +2 or if he doesn’t have at least one score of 15 or higher.
Hope this gives a bit more insight into starting stats for you bud..