"4d6, subtract lowest"
Posted: 2006-03-20 11:26pm
Someone decided to chart out the probabilities of stat rolls.
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http://stardestroyer.dyndns-home.com/
http://stardestroyer.dyndns-home.com/viewtopic.php?f=24&t=87518
It would be easier to read if he had bothered to divide the things out, rather than using the clumsy fractional notation. Cool find, though. I had just simulated ten million such roles, thinking that would be easier, but it's cool to see the actual probabilities.Uraniun235 wrote:Someone decided to chart out the probabilities of stat rolls.
Hey, 10 ain't bad...I always figure that any stat rollup with no numbers below 10 is an okay one.CaptainChewbacca wrote:I once rolled 5 18's and a 10. I was a clumsy paladin.
I've always been a fan of "3D6, 6 times, and you choose which attribute gets which score"LadyTevar wrote:I've always felt that was the best way to create a character.
10 not bad. Whats fun is having 5 18's and a 6. Then just because put that 6 in the slot where you suffer a -2 race penalty makink it a -4. Actually makes for an entertaining character.Molyneux wrote:Hey, 10 ain't bad...I always figure that any stat rollup with no numbers below 10 is an okay one.CaptainChewbacca wrote:I once rolled 5 18's and a 10. I was a clumsy paladin.
Hmm...half-orc with intelligence of 4 would be...interesting to play.dragon wrote:10 not bad. Whats fun is having 5 18's and a 6. Then just because put that 6 in the slot where you suffer a -2 race penalty makink it a -4. Actually makes for an entertaining character.Molyneux wrote:Hey, 10 ain't bad...I always figure that any stat rollup with no numbers below 10 is an okay one.CaptainChewbacca wrote:I once rolled 5 18's and a 10. I was a clumsy paladin.
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That was because DarkSun was just a deadly place to be, period. Only the strong survive was the rule there.dragon wrote:Even though DarkSun campaign setting had interesting stat rolls. I can't rember fully but I think it was 3d6 plus 1D4. Which means stats up to 24 was possible and this was second edition.
Or high Int and low Wis, and you get Black Mage .LadyTevar wrote:You can have a lot of fun with a character who's got a low score in something. Low Chrisma, you get the joke about the ugly dude. Low Dex, and there's the clumsy paladin. Low Str or Con, and you can have Raistlin.
it's a challenge to RP, and makes them more interesting to play.
Hell with the Halflings.. the PLANTS came after you!SirNitram wrote:Frankly, you needed a twenty in something to survive Dark Sun. The fucking Halflings came at your knees!
It was 4d4+4 plus racial stat modifiers. Half giants could get 24 Strength.dragon wrote:Even though DarkSun campaign setting had interesting stat rolls. I can't rember fully but I think it was 3d6 plus 1D4. Which means stats up to 24 was possible and this was second edition.
Since when were their plants (Apart from blood sucking vines akin to those in Ravenloft, or mind controlling Vampire pumpkin roses in a FR short story) in the life drained wasteland of Dark sun? .LadyTevar wrote:Hell with the Halflings.. the PLANTS came after you!SirNitram wrote:Frankly, you needed a twenty in something to survive Dark Sun. The fucking Halflings came at your knees!
Sure you can [Ever Seen CW Grevious? TK is controlled partly via a form of telepathy ]Which resulted in the G.M. having to tell me that its not possible to dodge telepathy down the road.
Actually Ravenloft was probably more deadly due to the metagame being more dangerous, and more realsitic rules and cases of a charatcer being outmatched by something nasty without plot devices helping.That was because DarkSun was just a deadly place to be, period. Only the strong survive was the rule there........
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Frankly, you needed a twenty in something to survive Dark Sun. The fucking Halflings came at your knees!