Ad20r:Stat Generation

From Fax Encyclopedicus

Jump to: navigation, search
(References/Credits)
 
Line 1: Line 1:
 +
''TODO'':
 +
* Start running statistical and probability analysis on all the variants to help balance costs.
 +
* Balance costs.
 +
* Come up with more card-based variants (and balance ''their'' costs), including ones that use unusual decks.
 +
 +
== Basics ==
 +
As usual for the d20 system, there are six core stats:
As usual for the d20 system, there are six core stats:
Line 8: Line 15:
Charisma (Cha)
Charisma (Cha)
-
The values of these abilities range from 0 to infinity, with a normal human range from 3 to 18. The normal human maximum is 24, but superhuman or supernatural characters may have higher ratings. A value of none for an Ability Score, which is different from 0, is a special case appropriate for specific character ideas.
+
The values of these abilities range from 0 to infinity, with a normal human range from 3 to 18. The normal human maximum is 24, but superhuman or supernatural characters may have higher ratings. A value of none for an Ability Score, which is different from 0, is a special case appropriate for specific character ideas and/or creatures.
There are several ways to roll your stats; each costs a different number of Character Points. Choose an appropriate method.
There are several ways to roll your stats; each costs a different number of Character Points. Choose an appropriate method.
Line 14: Line 21:
If the GM has specified a method, you need to go with that one. (He'll probably have set your alloted Character Points downwards to match, but double-check!)
If the GM has specified a method, you need to go with that one. (He'll probably have set your alloted Character Points downwards to match, but double-check!)
-
In general, players should expect to spend 25-30 character points on their stats.
+
In general, players should expect to spend 25-30 character points on their stats. Players who spend less may be significantly weaker, unless they turn out to be ''very'' lucky.
Don't forget that your Race might modify your stats any which way.
Don't forget that your Race might modify your stats any which way.
Line 38: Line 45:
If the total bonus is less than +2, you may reroll the lowest stat. Repeat, with whichever stat is now the lowest, until your total bonus is at least +2.
If the total bonus is less than +2, you may reroll the lowest stat. Repeat, with whichever stat is now the lowest, until your total bonus is at least +2.
 +
 +
=== The Yahtzee ===
 +
 +
''COST'': 12 Character Points.
 +
 +
Roll 3d6 then assign it to any one stat. Then repeat for a second, third, etc. until all six are full.
 +
 +
Kinda like how in Yahtzee, you have to decide if a good roll goes in that row of the score sheet, or save that row to see if you can get an even better one for that row later. Thus the name.
=== The Selection ===
=== The Selection ===
Line 51: Line 66:
=== The Tight Drop ===
=== The Tight Drop ===
-
''COST'': 18 Points
+
''COST'': 12 Points
Roll 7d6. Starting each stat at 8, place up to three of the rolled dice on each score (that score can't exceed 18.)
Roll 7d6. Starting each stat at 8, place up to three of the rolled dice on each score (that score can't exceed 18.)
Line 59: Line 74:
=== The Open Drop ===
=== The Open Drop ===
-
''COST'': 15 Points
+
''COST'': 15 Points
-
Roll 24d6 (Suggested: All 24 at once, i.e. one giant pile). Put at least three and at most six dice out of the pile on each stat, no score exceeding 18.
+
Roll 21d6 (Suggested: All 18 at once, i.e. one giant pile). Put at least three and at most six dice out of the pile on each stat. No score may exceed 18.
=== The Doubled Full Set ===
=== The Doubled Full Set ===
Line 114: Line 129:
=== The Tic-Tac-Toe Grid ===
=== The Tic-Tac-Toe Grid ===
-
''COST'': 24 Points
+
''COST'': 20 Points
Fill the empty squares in this table by rolling 3d6:
Fill the empty squares in this table by rolling 3d6:
Line 239: Line 254:
-
=== Minesweeper, Beginner ==
+
=== Minesweeper, Beginner ===
''COST'': GM's Ruling (Recommended: Do so AFTER seeing the results)
''COST'': GM's Ruling (Recommended: Do so AFTER seeing the results)
Line 279: Line 294:
* (3 points) Roll one die and add it to one other roll (no die dropped).
* (3 points) Roll one die and add it to one other roll (no die dropped).
* (5 points) Switch the base roll from 3d6 to 5d4. (Additionals become 3 and 5, for dropped/not dropped)
* (5 points) Switch the base roll from 3d6 to 5d4. (Additionals become 3 and 5, for dropped/not dropped)
-
* (8 points) Switch the base roll from 3d6 to 1d20, where a 19 is a 17 and a 20 is a 18. (Additionals are simply adding d6s on top, and cost as usual. No drop-involving modifiers allowed unless at LEAST 2d6 are involved.)
+
* (5 points) Switch the base roll from 3d6 to 1d20, where a 19 is a 17 and a 20 is a 18. Reoll 1s and 2s. (Additionals are simply adding d6s on top, and cost as usual. No drop-involving modifiers allowed unless at LEAST 2d6 are involved.)
* (4 points) Add a full roll, then drop the lowest of all rolls. (If using the Gygax, shift the rolls below the removed roll up.)
* (4 points) Add a full roll, then drop the lowest of all rolls. (If using the Gygax, shift the rolls below the removed roll up.)
* (6 points) Select one stat, and "Prime" it's roll - 1s become 6s and 2s become 5s. Apply this to ''all dice'' of the roll, then recalculate the top 3 (or 4, etc. if applicable).
* (6 points) Select one stat, and "Prime" it's roll - 1s become 6s and 2s become 5s. Apply this to ''all dice'' of the roll, then recalculate the top 3 (or 4, etc. if applicable).
-
* (10 points) Replace one die out of each roll with a 6.
+
* (8 points) "Half-Prime" all rolls - 1s get rerolled until they stop being a 1.
 +
* (10 points) Replace one die out of each roll with a 6 - so instead of rolling 3d6, you roll 2d6+6, for example.
=== Directly Improve Results ===
=== Directly Improve Results ===
Line 294: Line 310:
* (10 points, Selection Only, SPECIAL) Balance the dice pool - that is, out of ALL the dice, there are an equal number of 6s, 5s, 4s, 3s, 2s, and 1s, and you sort them to create the rolls as you please = 10 points. There must be a multiple of 6 dice involved.
* (10 points, Selection Only, SPECIAL) Balance the dice pool - that is, out of ALL the dice, there are an equal number of 6s, 5s, 4s, 3s, 2s, and 1s, and you sort them to create the rolls as you please = 10 points. There must be a multiple of 6 dice involved.
* (Variable, Card variants only) Add one Joker to the pile of cards drawn from for the Roll. A Joker is a 7, and if the total of that draw exceeds 18 as a result, then remove a number from that pile sufficient to bring it to 18, and add it to the lowest draw. (Costs 3 for all d6 variants, 3 for the d10 variant but the Joker is a 13)
* (Variable, Card variants only) Add one Joker to the pile of cards drawn from for the Roll. A Joker is a 7, and if the total of that draw exceeds 18 as a result, then remove a number from that pile sufficient to bring it to 18, and add it to the lowest draw. (Costs 3 for all d6 variants, 3 for the d10 variant but the Joker is a 13)
-
* (GM-defined point cost) Do something that isn't quite like any modifier listed here. (Or get a bulk discount on buying the same modifier a lot!)
+
* (GM-defined point cost) Do something that isn't quite like any modifier listed here. (Or get a bulk discount on buying the same modifier a lot.)
-
* (-10 points) You must complete the character, minus name and story hooks. If you don't like the end results, you may hand the entire sheet to the GM and go again. (This variant may only be selected if rolls and significant risk are involved, and only ''before'' making the rolls.)
+
* (-10 points) You must complete the character, minus name and story hooks. If you don't like the end results, you may hand the entire sheet to the GM for him to use as an NPC in this or other campaigns, and then redo theh whole thing again. (This variant may only be selected if rolls and significant risk are involved, and only ''before'' making the rolls. Further, the GM has to explicitly approve its use.)
== GM Modification Options ==
== GM Modification Options ==
Line 344: Line 360:
* A full analysis of the stat blocks as they apply to the d20 system, and an analysis of the history leading there, is available [http://home.earthlink.net/~duanevp/dnd/stat_generation.htm here], and is a recommended read to anyone with time to read. (Hint: If you're reading these for fun, not for use, do it!) This page also is where the writers found the Trust variant, the Balance the Dice Pool modifier, the idea of card-based variants, the coming-in-a-later-version Racial Matrix variant, the idea of replacing one die out of each roll with a 6, the Randomized Bonuses variants, the Tic-Tac-Toe Grid, and the 'hand the sheet to the GM if you don't like it, but you HAVE to finish it first' ideas came from. (The Open Drop, while it's similar to the Randomly Generated Dice Pool in here, is from the ENWorld thread.)
* A full analysis of the stat blocks as they apply to the d20 system, and an analysis of the history leading there, is available [http://home.earthlink.net/~duanevp/dnd/stat_generation.htm here], and is a recommended read to anyone with time to read. (Hint: If you're reading these for fun, not for use, do it!) This page also is where the writers found the Trust variant, the Balance the Dice Pool modifier, the idea of card-based variants, the coming-in-a-later-version Racial Matrix variant, the idea of replacing one die out of each roll with a 6, the Randomized Bonuses variants, the Tic-Tac-Toe Grid, and the 'hand the sheet to the GM if you don't like it, but you HAVE to finish it first' ideas came from. (The Open Drop, while it's similar to the Randomly Generated Dice Pool in here, is from the ENWorld thread.)
** Any combination listed there could be worth using, and most are constructible using the modifiers listed here.
** Any combination listed there could be worth using, and most are constructible using the modifiers listed here.
-
** As of this version of the page, "Other General Modifications" and below are not checked.
 
* Blame Sancdar of the [http://www.animecubed.com/billy/?88372 Billy vs. SNAKEMAN] Colbert Nation pseudo-alliance-like-thinger for the Minesweeper variants.
* Blame Sancdar of the [http://www.animecubed.com/billy/?88372 Billy vs. SNAKEMAN] Colbert Nation pseudo-alliance-like-thinger for the Minesweeper variants.
-
* A few variants on variants found above, like the Selection Grid, are the creations of [[User:NekoIncardine | NekoIncardine]] based on what he found in the above sources. He also came up with the Poker one, which inspired Sancdar coming up with the Mindsweeper one. Fafnir of the same group suggested Voltorb Flip, and NekoInc has sworn that he will figure out a way to have people play Reach Mahjong with their stats for a later version!
+
* Many variants on variants found above, like the Selection Grid, are the creations of [[User:NekoIncardine | NekoIncardine]] based on what he found in the above sources. He also came up with the Poker one, which inspired Sancdar coming up with the Mindsweeper one. NekoInc has sworn that he will figure out a fully-fleshed way to have people play Reach Mahjong with their stats for a later version!
 +
* ZeConster (also of the Colbert Nation) and GralaminShieldheart of the #giantitp IRC channel are credited with helping to balance the point costs of the different core variations.

Current revision as of 05:17, 7 August 2010

Personal tools
Google AdSense