rule
to generate a standard six-stat line with each stat ranging from 0 to 5:
- roll six d6; for each die that shows a 1, mark one stat down as 0 and set those dice aside.
- re-roll the remaining dice; for each die that shows a 1 or a 2, mark a remaining stat down as 1 and set those dice aside.
- re-roll the remaining dice; for each die that shows a 1, 2 or 3, mark a remaining stat down as 2 and set those dice aside.
- ...and so on.
why?
if bonuses from skill range from 0 (unskilled) to 5 (expert) and bonuses from circumstance range from 8 (easiest task that could be failed) to 0 (hardest task that could succeed), then a Target-20-style core mechanic of d20 + stat + skill + circumstance such that a roll of 1 always fails and a roll of 20 alwasy succeeds.
to my mind this is a pretty good balance of character ability and circumstance. also, this kind of exploding roll is fun.
but...what are the probabilities?
the most likely stat values to be generated are 1 or 2, followed by 3, 0, 4 and distantly by 5. the exact frequencies are:
0 | 16.67% |
1 | 27.78% |
2 | 27.78% |
3 | 18.52% |
4 | 15.43% |
5 | 3.09% |
75.5% of six-stat lines rolled with this method will total 9 or more, and 72% will total 12 or less. the probability that the highest score rolled will be the given number is given in the following table
0 | 46,656 to 1 ≈ 0% |
1 | 0.77% |
2 | 13.42% |
3 | 41.63% |
4 | 35.27% |
5 | 8.91% |
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