Generating ability scores is an interesting question in any campaign. Scores too low and the party will struggle too hard. Conversely, score that are too high means the party will not be challenged, leading quickly to boredom. In this campaign, I wanted to give the randomness of rolling for ability scores, but minimize the chance for low scores. This decision meant skipping completely the point-buy system from D&D Adventure League. I tested out two different schemes to see which produced scores in an acceptable range. The first idea I had was rollng 5d6, rerolling any ones, and taking the best three numbers. Two test runs gave the following sets: 13, 18, 15, 13, 16, 13 15, 18, 14, 16, 17, 15 These seem kinda high for the campaign. Trying again, the following two sets were the result of 5d6 with no rerolls: 12, 15, 12, 12, 11, 15 12, 13, 14, 15, 13, 13 This range looks more like what I imagined, giving the players the opportunity to accomplish much in the game withou...