- | - | 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.
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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