House Rules: Rolling Ability Scores

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Alright, so today I spent my whole day figuring out the potential results of generating ability scores based on rolling rather than choosing the standard array (findings below).

Feel free to share the file, but I'd ask that if you do, make sure that you give credit where it's due. :)

I manipulated the data a bit, and it turns out that the (weighted) average ability score is 12.24; comparing this to the mean of the standard array which is 12, it means that rolled characters will on average be slightly better than characters using standard array, but not enough to utterly break the game (unless someone gets REALLY lucky and rolls everything higher than 15 or so).
However, having the data available to me made me think of a few house rules based on rolling ability scores to make it a more viable option for players who like having that extra degree of customization, without risking breaking the game too much. As I'm relatively inexperienced at both DMing and homebrewing, I'd like feedback as to what I can do to refine these rules and make it balanced.

Module The First: Freedom of Choice
After rolling a set of 6 ability scores, the player may choose between the rolled values or the standard array. If (s)he likes neither set of ability scores, (s)he may roll up to three more sets of ability scores. However, the player must then choose one of the newly rolled sets rather than the standard array or initially rolled scores.


For example, Adam decides he wants to roll for his ability scores rather than using the standard array. The six scores he receives (standard 4d6 and drop the lowest) are 16, 14, 13, 12, 10, and 10. He may start the game with those scores, or he may choose to reroll. Because there are only minor differences between those and the standard array, he chooses to take a chance and reroll. The sets of scores he rolls are 16/13/12/11/9/9, 13/13/12/12/10 and 18/17/11/10/7/4. For his character's ability scores, he may choose between either the set of 16/15/12/11/9/9, the set of 13/13/12/12/10, or the set of 18/17/11/10/7/4, even if he dislikes them all.

My reasoning behind this is that if the player gets an above-average set of scores, then (s)he can take the scores as rolled and start the game with a slight boost to ability scores. However, if (s)he thinks that the rolled scores are not better than the standard array by enough of a margin, then (s)he can take a gamble to try and improve them even more. This may or may not pay off, and by removing the option of using the standard array if all the rolled scores are worse then it should ideally make the choice to reroll scores a more difficult one to make.

Module the Second: Harnessing Chance
After rolling the four dice to determine an ability score, the player may keep the 'dropped' dice and use it as part of the next ability score's calculation.

This one is a bit vague, and is easier to understand from the example. Example: Aria is going to create a Human Wizard and base it on herself. When she rolls for her first ability score, she somehow rolls a 4 and three sixes! She may now keep the 4 and use it for her next roll. If she does, she now only rolls 3d6 to calculate her ability scores. This time, she rolls a 3, 3, and 6. Because she carried over the 4, she can drop the 1 and use the 3, 4, and 6 to give a score of 13. She decides to keep the 3, and on her next roll rolls a 4, 5 and 6. Because she carried over her 3, she uses the 3, 5, and 6 to determine that score and drops the 4, making her score 14 rather than 15.

My reasoning behind this is that if you get exceptionally lucky and roll 4 good numbers, the current rules seem like the 4th good number is, for lack of a better word, wasted. When relying on good luck to create a character with a bit more customization than one built with the standard array, I believe that strokes of good luck should be able to be used strategically to help build the character the way the player wants.

Alright, that's it from me. Feel free to ask questions and suggest modifications, these are just ideas I had and I'm certain they have room for improvement!
 

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Well, the way my group always does things, is we roll four, drop the lowest, and on top of that we reroll ones. AND, we can roll two sets and decide which one to use.
 

An idea I came up with, but have never tried, is having each player roll 4d6 drop lowest a single time. If the party is less than six players, the DM rolls the extra scores. If the party is larger than six, the best six scores are kept. Then the players can arrange the six scores however they want and apply racial modifiers as normal.

This way every player is on even footing more or less, but there's still a chance for lower or higher rolled scores compared to a standard array. I have no idea if it's any good.
 

Well, the way my group always does things, is we roll four, drop the lowest, and on top of that we reroll ones. AND, we can roll two sets and decide which one to use.

I'm personally not a fan of rerolling ones: although it prevents low sets of scores, it also prevents low scores within an otherwise good set, which is supposed to be a risk inherent in rolling for ability scores. When rolling for scores I think that low scores are uncommon enough (1.16% each roll to have a score below 6, or 5.71% each roll to have a score below 8; for sets of 6 rolls, there's about a 70% chance that you won't have a score below 8 and a 93% chance you won't have a score below 6) that rerolling ones shouldn't have a huge impact on the scores. Even if you do have a particularly low score, no character needs all 6 scores to be exceptional, and having multiple arrays to choose from lets the player decide if they want to keep the lower score or not. Still, I admit that sometimes it can be useful if you roll multiple ones multiple times within a set of ability scores and want to remain competitive in the party (although you can still get a score of 18 if you roll a 1).

An idea I came up with, but have never tried, is having each player roll 4d6 drop lowest a single time. If the party is less than six players, the DM rolls the extra scores. If the party is larger than six, the best six scores are kept. Then the players can arrange the six scores however they want and apply racial modifiers as normal.

This way every player is on even footing more or less, but there's still a chance for lower or higher rolled scores compared to a standard array. I have no idea if it's any good.

This seems to have promise, although I imagine it depends on the people in the party. Some wouldn't like the standardization, and it can be worse for some classes than others -- if you roll two good stats (17+) and the rest mediocre (closer to 10), then a class like a barbarian would have a field day, whereas someone who wanted to play a druid or monk would be far less effective as they need at least 3 decent stats to be the most effective. I admit it's not unique to this idea, but rather the same problem that arises with any standard party-wide ability scores. You'll have to try it out sometime with a group and tell us how it works, since I certainly like it in principle!
 

I'm personally not a fan of rerolling ones: although it prevents low sets of scores, it also prevents low scores within an otherwise good set, which is supposed to be a risk inherent in rolling for ability scores.

No, it's not supposed to be, some people just like it to be that way. Which is cool, but our group doesn't like that. If you want your intelligence to be a seven or your Dex to be a 2 or something, that's something you personally do yourself; just tell the DM that you're dumping this stat way below what you rolled. Since you're rolling and not point buying, it's not like that's gonna give you some sort of weird advantage.
 

If you want your intelligence to be a seven or your Dex to be a 2 or something, that's something you personally do yourself; just tell the DM that you're dumping this stat way below what you rolled.

Sooo...your group never has 7s?

You can choose your friends. But you can't choose your family. Or yourself, for that matter.
 



No, we personally like high stats. But if someone wanted a low stat, they easily could obtain one.

Then why not get everyone to build characters with points, but let them use more than the standard 27, and let the players put stats higher than 15?

Rolling for stats is likely going to give an array which is superior to point buying or standard array. The ONLY reason it's even remotely balanced is that although you can get scores far better than point buying or standard array, you can also get scores far worse.
 


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