Author Topic: Alternative Ability Generation System  (Read 1178 times)

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  • Ring-Tailed Lemur
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Alternative Ability Generation System
« on: March 05, 2010, 10:52:28 PM »


  • Ring-Tailed Lemur
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Re: Alternative Ability Generation System
« Reply #1 on: April 11, 2010, 04:39:32 AM »
I do something similar for my games:

1: All abilities start at a score of 10.
2: Apply any racial ability bonuses and penalties. These become the base scores for that race.
3: Give players X points to distribute among them.
4: Scores may be lowered or raised as desired to a maximum of the base score +/-6.
3: At least two ability scores must be odd.

I also usually remove one -2 ability penalty from each race, then give all races without penalties (Humans, Half-elves, etc.) a +2 racial bonus to one ability of the player's choice. This is to demonstrate such races' diversity and give them a chance at getting an 18 in one score. Naturally, I lower the number of points I give out to compensate.


  • Ring-Tailed Lemur
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Re: Alternative Ability Generation System
« Reply #2 on: April 18, 2010, 12:54:59 PM »
I find the second proposal a bit more intuitive.

And I like it :).

Quote from: Saxony
Sword Sage is like Arcane Stunt Swashbuckler on steroids with less BAB.