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Step One: All Stats start at 0.

Step Two: Roll 11d8. If you don't have 11d8, roll 1d8 eleven times and just track things one at a time.

Step Three: Each number corresponds to a stat, as follows:

  • Communication
  • Constitution
  • Cunning
  • Dexterity
  • Magic
  • Perception
  • Strength
  • Willpower

For each die that shows the appropriate number, increase that stat by 1.

Step Four: You may swap the values of any two stats.

For Example:
If you roll 6, 5, 1, 7, 5, 1, 8, 3, 6, 7, 7 Sort them out and you get: 1,1,3,5,5,6,6,7,7,7,8

Then the stat distribution is:

  • Communication +2
  • Constitution +0
  • Cunning +1
  • Dexterity +0
  • Magic +2
  • Perception + 2
  • Strength +3
  • Willpower +1

Simple as that. The idea is hopefully obvious: You get the kind of organic, unexpected distribution of stats that randomness provides, but there's no concern of one person rolling higher than another. The idea can also be tweaked easily enough to support other approaches. For example, you could start all stats at -1, but roll 19d11 - that would definitely make for some interesting outcomes.

It's 11 dice because the semi-official point-buy system is 10 points, distributed as you see fit, none higher than +3. Because I feel the point buy should be the most conservative yardstick, I give one more die (which is to say, one more point) as a reward for going random. G Ms are welcome to alter this number as they see fit in their own game, and I note that an extra die in the stat roll is a fantastic reward for player contributions, so long as the contribution gap doesn't get too big.

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Page last modified on April 02, 2010, at 02:39 PM by DoyceTesterman

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