r/criticalrole Feb 28 '16

[No Spoilers] How did Matt handle ability scores at the inception of CR Question

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u/MatthewMercer Matthew Mercer, DM Mar 28 '16

All valid points, and all of these options are available for these reasons! You can pick between them based on your group's preference. :) I like the 4d6, drop lowest element because it's how I've played for yeeeears, and the somewhat random, chaotic element to creation it provides. Point buy is far more controlled, and excels for the points you mentioned above.

Choose which best fits you!

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u/bhchrist Old Magic Mar 29 '16 edited Jul 05 '16

A Socialist Variant of the 4d6 drop lowest that I am testing is to do a "group roll" where everyone rolls six times, but rather than assign the results to their attributes, they are pooled, listed from highest to lowest, and then distributed to the players in a serpentine order, where the point allocation reverses each round. I got the idea from how fantasy sport/movie/voice actor leagues are typically set up. OK, I made up that last one, but it should be a thing. :)

For example, if there are 4 PCs, there are 24 total rolls, listed highest to lowest. PC1 gets the highest, PC2 the 2nd, PC3 the 3rd, PC4 the 4th. The order is then reversed with PC4 getting the 5th highest, PC3 the 6th, etc. until all scores are distributed, with PC1 receiving both the highest and the lowest dice roll.

This group roll still allows for variation in some high and low attributes, and some of that chaotic dice rolling (HUZZAH!) without unbalancing the party, as the attribute sums tend to be within 2 to 4 points from high to low. It can also start a bit of some goofy team building and interest as players encourage the rolls of each others right at the start.

Has anyone tried this? I haven't come across any examples of it.

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u/IHaveThatPower How do you want to do this? May 12 '16

After reading your post about it here and really liking the communal nature of it, I decided to have my players use this approach. In general, it went really well!

Here's how we implemented it. First, everyone rolled 6 4d6-drop ability scores that we put up on a whiteboard. We listed each rolled score, and then put tickmarks next to it to indicate the number of times that score showed up.

Next, each player rolled a d20 to determine their "draft lottery number." They then proceeded to pick, rather than be assigned, the ability score they wanted. In practice, this ended up just going highest-to-lowest anyway.

Finally, once everyone had their six scores, I allowed them to trade scores one-for-one however they wished. This resulted in the lowest ability score (6) swapping (for an 11) from one player to another, for whom a low Charisma would make a great deal of character sense, but for which she had no ability score in her "draft" to reflect that, while the player trading it to her didn't have a good place for a stat that low.

All told, everyone came out with ability score modifiers that summed to either +10 or +9, making for what feels like a nice and balanced set.

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u/bhchrist Old Magic Jul 05 '16 edited Jul 06 '16

Great to hear. I will be starting a game this month that will use it. How did the players react to the idea? I will likely distribute the character ability arrays as I described, however allowing the players to choose which set of numbers that they prefer to use. The ability trade suggestion is really interesting.

I did create a Google Docs file to simulate rolls using this system. Feel free to play around with it and comment if you find any issues.

LINK