In regards to the bit at the beginning about rolling differently for each campaign, I will note that for my current campaign, I have my players roll 4d4 for all their stats, with some safety measures to make sure they aren't especially awful arrays. Since commoners have average abilities of 10 or 11, this reinforces the theme that anyone can be an adventurer, and that the days of adventuring aren't quite over yet. This is a pretty strong theme in my campaign as the world creeps towards modernity (the campaign is set in the fantasy equivalent of the 1920's), and adventurers seem to be a dying breed. I even have additional ability milestones in the earlier levels (like ability score increases, except they depend on total character level rather than class level), which invoke the idea that not only can anyone be an adventurer, but everyone has that potential for greatness.
I do the 4d6 drop the lowest method, with two caveats. A stat can only do as low as eight, and the player rolls two arrays, and they pick the array they want.
I like having a low stat sometimes. My current character has a strength of 5, which has caused some minor issues, especially since most of his carrying capacity is used up for his armor alone.
You are braver than I! I love a low stat, don't get me wrong, it is important to have flaws in a character to keep them dynamic. Being really good at a couple things and being piss poor at others is far more compelling than being pretty okay at everything most of the time. THOUGH, I do get scared when abilities drop below 8, then you are going to start feeling it big time. However, I do see the merit in it! Thank you for commenting.
I was shocked to learn about 6d20. But the simple truth is this: no one wants a 3 in a stat. But, if you REALLY want those kind of swings, just do 6d12+6. Min is 7, max is 18, EV is 12.5x6 = 75 Strong, but not O.P.
Hi! I love the video, but I was wondering how you calculated the average rolls? Like if 4d6 drop the lowest gets 12.24 and 2d6+6 get 13, how did you do that math?
Hi! Great question. 2d6+6 is a super easy calculation. The average roll on a d6 is roughly 3.5 (not 3 because 0 is an impossible value). That multiplied by 2 (number of die rolled) plus the static 6 would get you 13. 4d6 dropping the lowest is where things get really messy, because we are curating the results to the best 3 rolls. Thus, we referred to the math of someone far smarter than us. I just added a link to the description of this video if you want to check it out. The comment I am referring to is by user "BenMiff". Hope this clears things up!
In regards to the bit at the beginning about rolling differently for each campaign, I will note that for my current campaign, I have my players roll 4d4 for all their stats, with some safety measures to make sure they aren't especially awful arrays. Since commoners have average abilities of 10 or 11, this reinforces the theme that anyone can be an adventurer, and that the days of adventuring aren't quite over yet. This is a pretty strong theme in my campaign as the world creeps towards modernity (the campaign is set in the fantasy equivalent of the 1920's), and adventurers seem to be a dying breed. I even have additional ability milestones in the earlier levels (like ability score increases, except they depend on total character level rather than class level), which invoke the idea that not only can anyone be an adventurer, but everyone has that potential for greatness.
Great ideas, guys!
Thank you! It was pretty fun to mess around with different rolling methods!
I do the 4d6 drop the lowest method, with two caveats. A stat can only do as low as eight, and the player rolls two arrays, and they pick the array they want.
I like that a lot! It prevents a lot of feel bad that can arise from rolling
I have recently started watching your channel, and just wanted to say I love you guys!
Thank you so much for your kind words! I'm really glad our content is providing value :)
-Al
I like having a low stat sometimes. My current character has a strength of 5, which has caused some minor issues, especially since most of his carrying capacity is used up for his armor alone.
You are braver than I! I love a low stat, don't get me wrong, it is important to have flaws in a character to keep them dynamic. Being really good at a couple things and being piss poor at others is far more compelling than being pretty okay at everything most of the time. THOUGH, I do get scared when abilities drop below 8, then you are going to start feeling it big time. However, I do see the merit in it! Thank you for commenting.
I was shocked to learn about 6d20. But the simple truth is this: no one wants a 3 in a stat.
But, if you REALLY want those kind of swings, just do 6d12+6.
Min is 7, max is 18, EV is 12.5x6 = 75
Strong, but not O.P.
Hi! I love the video, but I was wondering how you calculated the average rolls? Like if 4d6 drop the lowest gets 12.24 and 2d6+6 get 13, how did you do that math?
Hi! Great question. 2d6+6 is a super easy calculation. The average roll on a d6 is roughly 3.5 (not 3 because 0 is an impossible value). That multiplied by 2 (number of die rolled) plus the static 6 would get you 13.
4d6 dropping the lowest is where things get really messy, because we are curating the results to the best 3 rolls. Thus, we referred to the math of someone far smarter than us. I just added a link to the description of this video if you want to check it out. The comment I am referring to is by user "BenMiff".
Hope this clears things up!
I know a few times I did base stat of 8 than roll 6d10.