Tuesday, November 16, 2010

Rethinking Ability Score Generation

After some consideration of the TROLL charts and the probabilities involved, I realized that I lost the skewed bell curve with my above and below average charts.

Here's some new rules:
  • Standard/Average: Roll 3d6. Discard the highest and lowest. Retain the remaining die.
  • Below Average: Roll 4d6. Discard the highest and lowest. Retain the lowest of the 2d6 that remain.
  • Above Average: Roll 4d6. Discard the highest and lowest. Retain the highest of the 2d6 that remain. Boxcars = 7.
  • Way Above Average: Roll 5d6. Discard the highest and lowest. Retain the highest of the 3d6 that remain. Boxcars = 7, 666 = 8.
The "discard highest & lowest" rule preserves the bell curve effect. For example, here's "below average" (invert for above average):

Value% = % ≥Probability graph
1 13.194100.000


2 27.546 86.806


3 28.009 59.259


4 20.139 31.250


5 9.491 11.111


6 1.620 1.620



Average = 2.90046296296
Spread = 1.2329578139
Mean deviation = 0.997599451303


Compare that to the modifiers created by 4d6 drop the highest:

Probability distribution:

Value% = % ≥Probability graph
1 5.787100.000


2 29.707 94.213


3 37.577 64.506


4 21.219 26.929


5 5.324 5.710


6 0.386 0.386



Average = 2.9174382716
Spread = 0.990762073825
Mean deviation = 0.767008649596

The curves aren't identical but they preserve a similar average and a similar shape, specifically, the significant decrease in a likelihood of getting a "6."

We could create a smoother curve that closer approximates the 4d6 drop the lowest curve by doing something like "roll 6d6; drop the two highest and the two lowest; take the highest of the two that remain." However, I think you start to get into diminishing returns as far as time involved and perceived complexity. It will also increase player frustration to throw away their TWO highest rolls.

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