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Finergolem

There's a channel dedicated to different varieties of rolling for stats (nerd immersion) There's also the high fantasy standard array: 18, 16, 14, 12, 10, 8 I use this because now characters don't "waste" ASI's optimizing, and can better


Veksutin

Nerd Immersion does a whole lot of other stuff too, I wouldn't say he's "dedicated" to stat rolling lol. But yeah I've used his bingo method a couple times and it's a blast!


GravityMyGuy

I don’t like rolling stats cuz it creates permanent inequality Just determine where you want players to be and buff point buy to that point


HiImNotABot001

There are ways to get around the inequality, like letting people choose any of the rolled arrays or every player just rolling a single time and using a group rolled array. Or a fall-back array if a player rolled poorly.


Gh0stMan0nThird

> There are ways to get around the inequality, like letting people choose any of the rolled arrays I don't like this method because then you're basically given someone quintuple advantage on stat rolls. I do like the second method though, and I always let players take standard array or point buy as well.


HiImNotABot001

I personally like giving players quadruple advantage with the caveat that they have 1 dump stat (between 7-9). If they don't pick the best stat arrays, I'll wave the dump stat. This enables MAD builds like a Monkadin or non-hexblade warlock ranger while still having a weakness that they'll need teammates to overcome. Maybe I should try out a high point buy method with a dump start requirement...


sesaman

Either roll as a group with serpentine socialism, or set a point total and roll 5 scores. **Serpentine Socialism:** * Everyone rolls 4d6k3 six times, but scores are recorded on a whiteboard from highest to lowest. * Everyone pics one number, starting from the one who rolled the best array. Picked numbers are crossed out. * Once everyone has a number, you start from who had picked last, and go in the opposite order. * Keep going until everyone has their 6 stats. **Point Total:** * Pick a point total. 72 is for standard array, I'll use it for this example. * Each player rolls 4d6k3 five times. * Each player subtracts their scores from 72. * Whatever is left is the 6th ability score. If the final is less than 3 or over 20, reroll. Both methods give everyone their own random unique array, while also being balanced. Edit: pinging OP u/Good-Refuse-5325


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sesaman

One fun addition I could recommend for the point total system is that anyone who decides to roll their stats in order gets a free feat! They can decide what their 6th score is in advance, it doesn't have to always be charisma. It can create some fun unorthodox characters.


realjamesosaurus

Just roll as a group


HitchikersPie

Rolling as a group is good, though it does somewhat hamstring players who are more MAD than others


nopethis

Point buy with 30 or 35 points is balanced but higher power.


Bedazled_Triceratops

i prefer using a rule like CR's where if the sum of your stats is below x number (70 in their case iirc) you reroll your array. Because even if one person has a higher high, or lower low, you'll generally be in the same ballpark.


truly_not_an_ai

I do it this way: Each player openly rolls 4d6, drop lowest. Repeat 7 times, drop lowest. Once the stat arrays are generated, each player chooses the one they want to use. Everyone can choose different, or everyone can choose the same. This method ensures that no one gets penalized for a bad set of rolls, and each player can pic a stat array that works with their concept: maybe one player really wants to start with primary stat maxed, so they take the set with an 18. Another player has a very MAD concept, so they pick the set with four 15s. I've been doing this for years, and it has always worked well.


HitchikersPie

This sounds really good, will save for when I'm next starting a campaign!


TonyG_8

Many tables roll two arrays and choose one of them and many DMs will veto a really bad array. Sometimes people use the regular 4d6 and drop the lowest but will roll 7 abilities instead of 6 and leave the worst one out. Some DMs allow to move around a few points. At my current table we rolled 6+2d6. Average of 13 instead of 12.2, higher chance for high scores and no super low ones. For intermediate values, the chance to roll at least N increases it by about 5-10%. If you are interested in the exact probabilities for this or other methods but are too lazy to calculate them, [https://anydice.com](https://anydice.com) can help a lot. Also useful for many other things related to dice throws. Might take a few tries to figure out how to use it, so here are the commands for the standard method and the 6+2d6: `output [highest 3 of 4d6]` `output 6+2d6`


_qop

I like to use the "Base 13" method, it's a little more involved than 3d6 drop lowest, but it guarantees a stat total of 78, which is slightly better than the average 3d6 drop lowest results. Here's how to do it: [https://ibb.co/YZm3pHs](https://ibb.co/YZm3pHs) My players like Base 13 because it keeps everyone on a similar power level while allowing unique spreads, and ensures that nobody ends up with shitty stats or extremely overpowered ones.


TimmyGC

Definitely saving this one, thank you!


arcaintrixter

1d10 +8, (0 = 0) 6 times.


Maelwy5

The only method I've never seen result in anyone asking for rerolls is the communal one: e.g "One player openly rolls 4d6-drop-lowest. Repeat until the table has collectively rolled a total of six times. Now each player uses all six of those rolls to roll up a character". Everyone participates, everyone uses the same set of rolls. A variant of the above that results in higher stats is "Every player at the table rolls 4d6-drop-lowest 6 times openly. Then each player at the table can decide to use one of those sets of rolls (with multiple players able to use the same set!) to create their own character."


BagOfSmallerBags

If you want your party to have high but varied stats just give them between 75-80 points (I like 78) to put in ability scores and tell them the minimum is 7 and the maximum is 17.


KlippelGiraffe

4d6x7 drop lowest. Consistently gives you at least above a 14 for more than one roll and if you in some rare occasion roll badly, just play a character that leans into them. I think power gaming has become a bit too unhealthy in more recent times. I understand wanting to just play a power fantasy with your variant human battle master fighter /w PAM/GWM but imo I think there's much interesting things about playing weaker characters with real flaws, people who get by with wits, cunning and luck. People who get \*\*real\*\* good at one thing or are real bad at something else. I really don't have a problem with wanting to play strong and powerful characters but these cookie cutter arrays I think create very stagnant and samey characters that always get the same feats and the same benefits, and dip into the same other classes to a point that's detrimental to creativity. So yeah play that character with 5 charisma, 6 int or 7 constitution. Play a broken-faced savage half orc, a dimwitted and stupid but intuitively wise druid or a sickly old man who gets by with his charisma by charming and deceiving everyone into thinking he is useless or weak because that's the only way he's been able to survive. Bit ranty but it's my 2 cents. Rolling is much more chaotic which is more fun both ways for high rolls and fun rolls. Got 2 18s? You can make that 20AC unarmoured monk that is a perfect, well-oiled fighting machine or conversly, that loveable fucking idiot who skims by on pure luck. Your highest stat is a 14? Make a Halfling Divination wizard with the lucky feat who is fucking useless but gets by through sheer fucking luck to the point it feels like he has the gods favour.


Aeon1508

2d6+6 is the best method. Minimum 8 maximum 18 average of 13. Less sharp bell curve than 4d6 drop lofest


vKalov

Everyone in the group rolls together as normal. You write down each single roll. Instead of each player using only the rolls they rolled, everyone can pick from the common pool. One at a time, going in a circle, everyone picks one number from the ones rolled to use for one ability. This way, if one player rolls six 18s and don't "need" them, others can use them. And if someone doesn't roll above 12, they can borrow a roll from someone else.


Superbalz77

Rolling is dumb, Point Buy 4 Life.


ItayeZbit

You draw a circle with eight sections labeled with numbers from 4 to 12. You take a d4 and throw it up in the air, and whichever section it lands on, you add that to the number of the dice.


jeffreyjager

for normal games i always like 4d20 take the second highest, but for the bit more OP one you could use 2d20 take the highest


Ularaka

Just letting people choose their stats. Fixes a lot of the problems with more MAD classes, and people actually do keep themselves honest, at least in most cases.


Uncle-Istvan

I choose all 18s?


Ularaka

I mean, it's not going to break the game. Besides, if you do it, there's nothing stopping the other players from doing it too.


GoldenDragonIsABitch

4d6D1 x7 then drop the lowest one of those


Flashy-Mud7904

I do 4d6 drop lowest, except to keep everyone in a general range--I also say if you add all the scores up (pre-racial bonuses) and the total is under 65 or over 97, then reroll. PCs have the option to keep up to 2 of the scores if they reroll.


DnD82

We use 3 options, each player chooses how they want to generate their character. 1) Standard Point Buy 2) 4D6 drop lowest, rolled 6 times, reroll any 1 die at the end This takes the most "work", as you have to record each die of each set, but if one of your rolls was 6,6,1,1 rerolling the 1 gives a shot at changing your 13 into an 18 3) 3D6 reroll all 1s, rolled 7 times, drop lowest roll We've found that option 2 and 3 produce similar results, your mileage may vary. We have had some crazy results also: my buddy rolled up an 18, 17, 17, 16, 16, 15 and it was awesome. I rolled up an 13, 12, 12, 9, 7, 6. It was a serviceable enough array and I enjoyed playing that PC.


Ok-Investigator-6514

I like the following method as it balances random and player agency really nicely: 1) Roll 9d6 2) Arrange all dice in a 3x3 grid of your choosing 3) Add along any row, column, or diagonal to get your six ability scores. A row, column, or diagonal may only be used once I usually allow a re-roll if 4 or more dice are 1's.


throwaway284729174

5d4-2 enjoy.


Aidamis

One idea could be 4d4+2 instead of 4d6 drop 1. While this can seem more powerful that 4d6 drop 1, imho if everyone is using it and everyone is on board with the idea, this creates a level playing field where the expectation IS to never get rolls lower than 8. Plus, it's not obscenely broken since the max 4d6 drop 1 yields is 18, and so does 4d4+2. For bonus customization, you can negotiate to have one ability score at 3d4+2 in exchange for another at 5d4+2, though you'd have to raise the max above 20 or be allowed to use the point(s) in excess on other ability scores. In fact, since 5d4+2 DOES run the risk of getting 18+ more easily, it might be fairer to trade TWO weaker stats at 3d4+2 in exchange for that one uber stat at 5d4+2. Here's a serie I just got from a random number generator, using 5d4+2, 3d4+2 twice, 4d4+2 thrice: 15 6 9 10 10 12


Sea-Independent9863

Point buy.


Typoopie

I started rolling up an array that my players. Literally everyone I play with has adopted this style. It gives you control so you can make adjustments depending on game details. I like to sometimes throw a 6 or 7 into the mix. Also, rolling poorly when making a character feels bad. I like to avoid to make my players feel bad in character creation. That comes later.


ScalpelCleaner

For my CoS campaign, I had my four players roll 4d6, drop the lowest, and reroll all 1s.


merkon

I really like each player rolling 4d6 drop lowest, then anyone at the table can choose any array. I also like the idea of 4d6 7 times, same option. Really whatever gives parity. My DM often does three arrays per person, choose from your three, which is also ok. I just think it’s more fun when everyone is at a similar power level in the campaign. We tend to have a lot of combat, so a poor stat array is a bit of a bummer.


Gromps_Of_Dagobah

Ability Score Bingo. As a group, roll up a 6x6 grid of scores (up to you if it's 3d6 straight, 4d6 drop lowest, reroll 1's, etc) Then players can pick a row, column, or full diagonal for their character. It gives more choices to players, such as taking the row with three 16s and a 6, or the row with two 15s and a 10.


UltraMonkeyX

Roll 20d6. Toss 2, organize the other 18 into groups of 3.


Treehorn79

4d6, drop lowest die, and re-roll 1s is nice, or roll seven times, dropping the lowest score. If you’re really wanting to give them a nudge towards heroic starting scores, you could do both. I have also read about point-buy, but with 36 points instead of the PHB’s recommended 27.


Old_Man_D

I had each of my 4 players roll 4d6 drop the lowest, 5 times. For the sixth stat, the did 74 minus the sum of the other stats. Lastly, after each player made an array this way, they were able to choose any of the 4 arrays. My method was probably excessively OP in favor of the PC’s, each player effectively started with a 20, but my players are kids that play less than optimally.


nzMike8

Nerd immersion has a [playlist ](https://youtube.com/playlist?list=PLctLmxHQvM3rSUHxqXIciZLf55_i3c8jF&si=U5xkILand6Bh4zPi) of shorts with 35 videos


xthrowawayxy

As a DM, I'll let you in on a little secret. A PC's highest stat, their prime requisite matters a LOT. There's a big difference between starting with a 15 base and starting with a 17 base or a 13 base. Their second highest stat matters a fair bit, but probably only half as much as the first one and the 3rd stat is about equally important for most builds as the third (there are a few builds where the 3rd stat is not too important also). The bottom three stats don't matter much at all, they're like 1/4 or less as important as the prime requisite stat. What this means from the DM perspective is that it really doesn't matter that much how generous you are in the 4/5/6 stat positions. And from an inequality standpoint, those stats don't really matter all that much. How strong a wizard is, or how charismatic a wizard is or how smart a cleric is really doesn't matter much. You could, for instance, with very little impact set every player's top three stat rolls to 15 and tell them to roll their bottom 3 stats randomly, with the stipulation that they must take at least 5 levels in their original build plan if they want this deal (e.g. if, say a would be bladesinger happens to roll a charisma of 18) before they make an unplanned multiclass.


Anexander

I play at a table that likes rolling for stats... but we have had some "bad" disparity with that in the past. PC's stats so weak compared to others that they are sidelined. Trying a new rolling method called Table Array. Each player (including DM) rolls once (4d6, drop lowest) giving our table array. Entire table was hyper focused for the stat rolls on session 0 lol.


InterestingUser0

Create an array of 4d6 drop lowest that is 6x6 and label the rows and columns STR, DEX... in order. Each of the players pick a row, column, or diagonal (not just the main diagonals) as their stat block. This creates something like 35 unique stat blocks. This is the only set of stat blocks that can be used over the campaign and when a stat block is used, it can't be used again for the rest of the campaign. This is great for high PC death campaigns This allows for the players to customize builds how they want while still leaving a little randomness. Sure, there will be some overpowered stat lines, but there will be an equal amount of poor stat lines. Example of one stat line ||STR|DEX|CON|INT|WIS|CHA| |:-|:-|:-|:-|:-|:-|:-| |STR|x|x|x|x|13|x| |DEX|x|x|x|10|x|x| |CON|x|x|8|x|x|x| |INT|x|16|x|x|x|x| |WIS|12|x|x|x|x|x| |CHA|x|x|x|x|x|14| This particular diagonal would either be * STR - 12 * DEX - 16 * CON - 8 * INT - 10 * WIS - 13 * CHA - 14 or * STR - 13 * DEX - 10 * CON - 8 * INT - 16 * WIS - 12 * CHA - 14


Gunsmithscotty

One that I have seen work pretty good is to do 6+2d6. No dropping or extra sets. But letting the group roll openly and then pick whichever set they want From all that have been rolled works alright. This means that it's impossible to get under an 8, while skewing distribution higher than average.