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
- 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 without turning the adventure into a cakewalk.
For fun, I looked at how many points each of the bank of statistics starting from the top, the four sets of scores would cost 55, 71, 33 and 35 points respectively.
So I decided to borrow the best of both worlds: let players roll for their ability scores taking the highest three out of five dice, but if the player gets unlucky, allow them to spend 30 points instead.
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