Friday, February 17, 2023

Donjons & Drakes: Ability Score Generation

 One of the hallmarks of "old school" design is random dice rolling for character generation, vs. a point buy or stat array.  After having played a lot of D&D, I think the primary advantage of randomly generating a character is that the dice can guide you to what you should play.  Roll a 17 WIS?  Cleric it is!  16 STR, 16 CON, 8 INT?  Dust off the Conan the Barbarian memes, we are making a fighter.

That said I also think there is some value to statistics being somewhat balanced between characters.  You are stuck with these rolls for a long time, and while I am sure some grognard will be along to correct me, it isn't fun to play a character with all mediocre stats.  Something above and below average creates variety!

So I have taken a few steps in character creation to address all these objectives.

How it Works in a Nutshell

Roll 2d6+6 for a score associated with a prime requisite (STR/INT/WIS) and 2d6+6 for a secondary score (DEX/CON/CHA).  Roll 3d6 in order for the rest.  

Archetypes

In my edition, players select an archetype by drawing playing cards; they pick from a small pool of choices.   Each archetype will give bonuses to generate one or two of the six ability scores (typically by rolling 2d6+6 for the indicated scores rather than 3d6 as described above).  For example, the Jack of Clubs yields above average Strength and Dexterity -- probably a good start for a fighter or perhaps a rogue, but not guaranteed.  Each of the archetypes is also linked to an astrological sign and one of seven patrons/factions, giving an immediate instant roleplay hook possibility.

If you don't like the archetypes rule, you roll 4d6 drop the lowest for all of them and ignore bonuses granted by your species (so the average comes out the same).

Reducing the Range and Importance of Ability Scores

Ability score modifiers in my game typically range only from -2 to +2.  And anything more than a +1 or -1 is a little unusual.  

The impact of ability scores on primary class functions has also been softened. A character with a high ability score has a jump start early in their career but the bonus is eclipsed by level-based modifiers later on.  For example, all characters add their strength modifier to hit with melee weapons; fighters get to add their strength modifier or a modifier based on their class level, whichever is greater (but not both).  Thus the fighter with average strength will eventually catch up through acquisition of experience and skill by mid or late career with his more naturally gifted peers.  You aren't crippled forever as a fighter without that awesome 18 in STR.

Ability Score Mercy Rules

I expect statistically speaking a character in my edition to have a summed modifier of +2:  usually one score with a -1 modifier and three with +1 (or one with +2 and one with +1).  Characters which have lower scores than this add to their LOWEST score of constitution, dexterity, or charisma.  Those scores are selected for buffs as they are the "secondary" scores -- not a prime requisite for anything (except rogues), so changing them doesn't change the fundamental logic of what character class a given stat array is well suited for.

Making Humans Great

Humans add +3 to their lowest score.  Again this won't change what class you're suited for (keeping the decision space narrow) but is a solid perk that makes them worthwhile vs. the low level benefits of demihumans.

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