GENERATION OF ABILITY SCORES


 
 
- - Method V - -
Generation of Ability Scores - - - Unearthed Arcana

METHOD V



This method can only be used to create human player characters. It
gives the player an opportunity to generate a character of a desired
class (subject to the DM’s approval) and be assured that the ability
scores for the character will meet the minimum requirements for the
class in question.

After the player’s selection of a class is approved, he or she rolls a
certain number of six-sided dice for each ability score to be generated,
as indicated on the following table. The best three die rolls for
each ability are added together to produce the score. (For example, a
fighter’s strength is determined by rolling 9d6 and keeping the three
highest results.) If the total of the three highest die rolls is below the
minimum requirement for an ability in a certain class, then the player
takes the minimum number (e.g., 15 for a monk’s strength) as the
character’s ability score. Similarly, if a rolled score is greater than the
maximum allowable (such as for a barbarian’s wisdom), then the
score is lowered to the maximum number.

Number of Dice Rolled For:
Class Desired Str Int Wis Dex Con Cha Com Per
Cavalier 8 6 4 7 9 3 5 4
   Paladin 7 5 8 3 6 9 4 4
Cleric 7 4 9 5 8 6 3 4
   Druid 7 4 8 5 6 9 3 7
Fighter 9 3 5 7 8 6 4 4
  Barbarian 9 3 5 7 8 6 4 7
   Ranger 7 6 8 5 9 4 3 8
Magic-User 4 9 7 8 6 5 3 4
  Illusionist 3 8 7 9 5 6 4 4
Thief 6 5 3 9 7 4 8 7
   Assassin 6 7 4 9 8 3 5 7
Monk 7 5 9 8 6 4 3 6

<
PCs, TABLE OF MINIMUM ABILITY SCORES
Class Minimum Score or Adjustment to 
Ability Dice Roll*
   Paladin S12, I9, W13, D6, C9, Ch17
Cleric S6, I6, W9*, D6, C6, Ch6 (* 13 if multi-classed half-elf cleric)
    Druid S6, I6, W12, D6, C6, Ch15
Fighter S9, I3, W6, D6, C7, Ch6
    Ranger S13, I13, W14, D6, C14, Ch6
Magic-User S3, I9, W6, D6, C6, Ch6
    Illusionist S6, I15, W6, D16, C3, Ch6
Thief S6, I6, W3, D9, C6, Ch6
    Assassin S12, I11, W6, D12, C6, Ch3
Monk S15, I6, W15, D15, C11, Ch6

Prime Requisite: 16+ grants a 10% XP bonus.

<theoretically, could be extended for all of the demi-humans>

>

Starting Hit Points for Player Characters

No matter what other abilities and characteristics a player character
may possess, survival through first level will be difficult if the character
is saddled with a low initial roll for hit points. Accordingly, a minimum
has been established for starting hit points for player
characters. If the initial roll of the die (or dice, for rangers and monks)
is lower than the number given below, then the character is granted
this number of hit points to begin his or her adventuring career:
 
CAVALIER 6
Paladin 6
CLERIC 5
Druid 5
FIGHTER 6
Barbarian 7
Ranger 9
MAGIC-USER 3
Illusionist 3
THIEF 4
Assassin 4
MONK 5

A multi-classed character uses the average of the minimums for each
applicable class, rounded up; e.g., a 1st-level fightedmagic-user will
have at least (6 + 3)/2 = 5 hit points. This initial hit-point number is
subject to bonuses or penalties for high or low constitution; for instance,
a 1st-level fighter with a constitution score of 17 will have at
least 9 hit points.


Quote:
Originally Posted by solomanii
1) Did you roll random hit points for all your players from level 1? I tended to either give max hp every level or max first level plus an average hitpoint at every other level on bad rolls. Just curious how you ran your games in this.


Yes random rolls were made, but I always allowed a re-roll for a result of 1.
 

Quote:
Originally Posted by Amy Kou'ai
Hey, Gary -- this is something that I've just been curious about, though I haven't followed the thread in its entirety so possibly you may have answered it in some previous part, but:

What's your preferred way to roll for stats?
 


Howdy

As a DM who wants the players to be as pleased as possible with the process.
I typically allow stat rolls of d46, taking the three highest, and allowing the totals to be arranged in whatever order the player desires.

In regards to HPs, I typically say re-roll any 1, and I agree with the initial GD being at the max--a good way to assist in survival of low-lEvEl PCs

Cheers,
Gary
 

Quote:
Originally Posted by Orius
Wow, that's fairly lenient. While I've nearly always allowed the 4d6 method for stats, I'm usually strict on hps. In my games, a player always rolled for 1st level and kept the roll, no matter how bad until I switched to 3e. I've always ruled that the player gets whatever he rolls when he levels, even if it's a 1.


Well, Orius...

After long years as a DM I have learned that the group enjoyment is enhanced if players have PCs they are satisfied with and don't have a better than even chance of having to crerate a new one several times before attaining 3rd or higher level...unless that play badly. strating a 1st level character with maximpm HPs helps survival chances a good deal, and re-rolling any HD that is a 1 does the same. After all, the PCs are supposed to be most exceptional individuals <cool>

cheers,
Gary


 = sx | ix | wx | dx | cx | chx | cox

Oriental Barbarian = s9 | i3 | w5 | d7 | c8 | ch6 | co4
Bushi = s9 | i3 | w5 | d7 | c8 | ch6 | co4
Kensai = s7 | i3 | w9 | d8 | c6 | ch5 | co4
Monk = s7 | i5 | w9 | d8 | c6 | ch4 | co3
Ninja = sx | i9 | wx | d8 | cx | ch7 | cox
    Ninja-Bushi = s6 | i9 | w3 | d8 | c5 | ch7 | co4
    Sohei = s5 | i9 | w6 | d8 | c4 | ch7 | co3
    Wu Jen = s5 | i9 | w3 | d8 | c6 | ch7 | co4
    Yakuza = s6 | i9 | w3 | d8 | c5 | ch7 | co4
Samurai = s8 | i9 | w6 | d5 | c7 | ch3 | co4
Shukenja = s7 | i4 | w9 | d5 | c8 | ch6 | co3
Sohei = s9 | i4 | w8 | d5 | c7 | ch6 | co3
Wu Jen = s4 | i9 | w7 | d8 | c6 | ch5 | co3
Yakuza = s6 | i7 | w3 | d8 | c4 | ch9 | co5

Table 12: CLASS ABILITY SCORE REQUIREMENTS
 
Character 
Class
STR DEX CON INT WIS CHA COM
Barbarian 15 14 15 - 16* -
Bushi 9:14 8 8 - - -
Kensai 12 14 - - 12:14 -
Monk 15 15 11 - 15 -
Ninja - 14 - 15 - 14
Samurai 13 - 13 14 13 -
Shukenja 9 - 9:15 - 12:15 -
Sohei 13:15 - 10 - 10:15 -
Wu Jen - - - 13:15 - -
Yakuza 11 15 - 15 - 16

* Barbarians must have Wisdom 16 (or less)

Numbers after colons are minimums required for the 10% bonus on earned experience.
 
 

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