"4d6, subtract lowest"

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Uraniun235
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"4d6, subtract lowest"

Post by Uraniun235 »

Someone decided to chart out the probabilities of stat rolls.
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Post by LongVin »

Seems reasonable. Most stats people get are in that 12-14 range.

Best role I ever got was all the stats except for one landed between 16-18. That one extra was I think 12 or 13. I got to find that character sheet. That was a great character.
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Post by CaptainChewbacca »

I once rolled 5 18's and a 10. I was a clumsy paladin.
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Re: "4d6, subtract lowest"

Post by Master of Ossus »

Uraniun235 wrote:Someone decided to chart out the probabilities of stat rolls.
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.
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Post by LadyTevar »

I've always felt that was the best way to create a character.
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Post by Molyneux »

CaptainChewbacca wrote:I once rolled 5 18's and a 10. I was a clumsy paladin.
Hey, 10 ain't bad...I always figure that any stat rollup with no numbers below 10 is an okay one.
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Post by Rogue 9 »

Unless, of course, they're all 10s. :P

As for the probability charts, seen it done better in the actual rulebooks. :P (I think it was the Hero Builder's Guidebook that had the modified bell curves and so forth, though I'm not sure.)
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Post by namdoolb »

LadyTevar wrote:I've always felt that was the best way to create a character.
I've always been a fan of "3D6, 6 times, and you choose which attribute gets which score"

Bit more brutal than the 4D6 method, but what can I say, I'm a fan of brutality :)
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Post by dragon »

Molyneux wrote:
CaptainChewbacca wrote:I once rolled 5 18's and a 10. I was a clumsy paladin.
Hey, 10 ain't bad...I always figure that any stat rollup with no numbers below 10 is an okay one.
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.
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Post by Molyneux »

dragon wrote:
Molyneux wrote:
CaptainChewbacca wrote:I once rolled 5 18's and a 10. I was a clumsy paladin.
Hey, 10 ain't bad...I always figure that any stat rollup with no numbers below 10 is an okay one.
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.
Hmm...half-orc with intelligence of 4 would be...interesting to play.
I wouldn't want to do that with an elf, though - a 4 in constitution would be pretty darn fragile.
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Post by MKSheppard »

Bwha
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Post by dragon »

MKSheppard wrote:Bwha
Cleveland sucks balls. Cleveland sucks balls. Cleveland sucks balls. Cleveland sucks balls. Cleveland sucks balls. Cleveland sucks balls. Cleveland sucks balls. Cleveland sucks balls. Cleveland sucks balls. Cleveland sucks balls. Cleveland sucks balls.
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Post by Archaic` »

Best character I ever got was one with 3 18's, 2 17's and a 16. After that, any campaign we played was always 3d6 9-12 times, take best 6 and choose where they go. A lot less grossly overpowered characters followed, and with it, a lot more fun.
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Post by Rogue 9 »

5d6 drop two lowest. Then I proceed to beat the shit out of the characters. They need the powered-up stat system. :twisted:
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Post by Arthur_Tuxedo »

If you really want results that are all over the board, you could do 1d6 x 3. :twisted:
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Post by LadyTevar »

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.
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Post by dragon »

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.
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Post by LadyTevar »

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.
That was because DarkSun was just a deadly place to be, period. Only the strong survive was the rule there.
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Post by SirNitram »

Frankly, you needed a twenty in something to survive Dark Sun. The fucking Halflings came at your knees!
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Post by The Dark »

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.
Or high Int and low Wis, and you get Black Mage :P.

My favorite "flawed" character was the monk I played with an 18 Dex, 17 Wis, and 8 Str (all other stats were 10-12 range). I may not hit hard, but I'll hit often (Weapon Finesse: unarmed strike) and good luck hitting me.
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Post by LadyTevar »

SirNitram wrote:Frankly, you needed a twenty in something to survive Dark Sun. The fucking Halflings came at your knees!
Hell with the Halflings.. the PLANTS came after you!
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Post by consequences »

I once rolled a 4 on 4d6 drop lowest for Mental Endurance in Rifts, immediately after rolling all sixes for Physical Prowess. Which resulted in the G.M. having to tell me that its not possible to dodge telepathy down the road.
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Post by Imperial Overlord »

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.
It was 4d4+4 plus racial stat modifiers. Half giants could get 24 Strength.
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Post by Hawkwings »

whatever happened to roll 5d6 drop lowest and highest?
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Post by The Grim Squeaker »

LadyTevar wrote:
SirNitram wrote:Frankly, you needed a twenty in something to survive Dark Sun. The fucking Halflings came at your knees!
Hell with the Halflings.. the PLANTS came after you!
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? :P .
Also the Halflings would go at something fleshier and juicier than your bone (Which they would use as a toothpick later on :twisted: ).
Which resulted in the G.M. having to tell me that its not possible to dodge telepathy down the road.
Sure you can :P [Ever Seen CW Grevious? TK is controlled partly via a form of telepathy :wink: ]
That was because DarkSun was just a deadly place to be, period. Only the strong survive was the rule there........
..............
Frankly, you needed a twenty in something to survive Dark Sun. The fucking Halflings came at your knees!
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.
(The BBEG would come down on you fast in Ravenloft and is all but unbeatable, [Although the god-kings were ludicrously powerful compared to their 2e counterparts])
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