Mar 4, 2024

Rolling Ability Scores

There are many methods for rolling ability scores. And judging by the DM's Guide and Unearthed Arcana Gary enjoyed making up new ways. Ultimately my favorite method is 3d6 in order, no altering. However, today it struck me to add one option to that: swap any 2. This gives just a bit of autonomy to the player to create the character he or she wants, while maintaining the rigidness of 3d6 in order.

This thought led me to wondering if it would be possible to boil all the methods of rolling scores down to their essence. And then I wrote this up:


A. Roll them:

1. Roll in order.

2. Choose where to put them.


B. Roll:

1. 3d6.

2. 4d6, drop lowest.

3. Standard array, choose a set and place them. No rolling.

4. Point buy. No rolling.


C. Alter:

1. No altering (you get what you get).

2. Swap any 2 rolls (ie. a high CHR for a low CON).

3. Subtract 2 from one to add 1 to another.


Standard Arrays

“Hero:” 8, 10, 11, 12, 14, 16

“Generalist:” 9, 10, 11, 12, 14, 15

“Specialist:” 6, 8, 9, 14, 15, 17


Point Buy

All ability scores start at 6, you get X points to add where you want them. Max 18 in any 1.

Low Power Level: X = 18

Mid Power Level: X = 24

High Power Level: X = 40


2 comments:

  1. there was some 3d6-in-order OSR (whose name escapes me) that handled lineage modifiers via swaps. "elves swap their highest ability into dex", "dwarves swap their highest ability into con", etc.

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  2. Don't forget GLOG's 4d4, or Runequest's 2d6+6

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