Tuesday, October 12, 2010

Balanced, Random Character Generation

This is pretty much a random idea that popped into my head for no very good reason.  So why not blog about it?  :)  The idea is to preserve random generation of Abilities, but which would be balanced in the sense that all characters have the same total number of points. 

Start with the B/X scheme of Ability Modifiers (my favourite scheme of Ability Modifiers based on 3d6).  This should be hard-wired into your brain, but just in case it isn't:


Average roll for 3d6 is 10.5, while the range of average (i.e. no modifier) Ability scores is 9 to 12.  We have to decide what we would want the Ability scores of the PC's to average out to.  Let's pick 11 (pretty damn average).   If evenly applied to all 6 Abilities, that would be a total of 6x11=66 points.  If we wanted a more heroic game, we would pick a higher number, but let's just try this for now.

We roll 3d6 for all Abilities in order and deduct the points from the total as we go.  So I get:

STR: 11 (leaving 66-11=55 points)
INT: 9 (55-9=46 points)
WIS: 14 (46-14=32 points)
DEX: 14 (32-14=18 points)
CON: 5 (18-5=13 points, so...)
CHA: 13

That's a nicely-mixed character, with slightly above-average (+1) WIS, DEX, and CHA and moderately below-average (-2) CON.  He's definitely not a Fighting-Man; probably a Thief.

Now that randomly-rolled example turned out easy because I didn't run out of points.  Let's fake it now and push the system with an improbable bunch of high rolls:

STR: 15 (66-15=51)
INT: 15 (51-15=36)
WIS: 15 (36-15=21)
DEX: 15 (21-15=6)
CON: 15 (6-15= -11.  Oops)

Alright, I don't have enough points left to pay for that CON.  So here's what happens now: we circle around and subtract the required number of points from STR.  We need 11 points to make up the difference and our strong-man suddenly goes down to STR 4.  Who said this was going to be fair?  It's still random generation.

But that leaves us with 0 points and we still have to roll CHA.  OK, so let's roll and - mirabile dictu - we get another 15.  Who'd a'thunk?  Now we circle back to the second stat, INT, but we can't take all 15 points because you have a minimum of 3.  So we take 12 points from INT (leaving us now weak and dumb) and then move on to WIS, where we take the final 3 points outstanding.  That gives us a final of:

STR: 4
INT: 3
WIS: 12
DEX: 15
CON: 15
CHA: 15

That's one hell of a weird character which is a good thing in my opinion.  But, if it seems too harsh, you might stipulate that no more than X number of points can come off of any one Ability (maybe 5?).  If you did that, you would end up with this instead:

STR: 9
INT:10
WIS: 14
DEX: 10
CON: 10
CHA: 15

He's certainly not the ubermensch he would have been with the usual method, but he's a more interesting character for that.  

One alternative that I considered was using total modifiers rather than total Ability Score.  I quickly decided against that, even though it would be much quicker, since it would mean that all characters will be much more samey.

Is this system worth using?  I have no idea.  Like I said, random thought.

7 comments:

  1. I think the base idea is great, but it allows for a really high or really low score to get generated too easily (during the equalization). Maybe try spreading out the lost/gained points.

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  3. Another way is to get three cards each of the values from Ace to Six, shuffle them, and deal them into six piles of 3 cards each. The total of each pile is the score for the relevant attribute.

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  4. @theredboxblog:

    I'd actually imagine you'd have the opposite problem: Charisma scores would be very clustered around the centre.

    Also there was one thing that was unclear: if you have too few points rather than too many, do you increase Cha, or Str?

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  5. I think in the last year or so during the print run of Dragon they had an article where they used the three dragon ante game as a deck for character generation. The idea of random but not luck based character generation seems more appealing to me than luck based random character generation.

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  6. The method I've been playing around with is 3d6 8 times in order. You can discard one score and remove another to be starting gold. But the scores stay in order. So you might want to remove that 6 from the second slot, but if that moves that 17 from DEX to WIS and you don't want to play the Cleric; what do you do?

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