This shows you the differences between two versions of the page.
|
wiki:variant rules [2016/06/10 01:36] caleymccready |
— (current) | ||
|---|---|---|---|
| Line 1: | Line 1: | ||
| - | ====== Variant rules ====== | ||
| - | For various reasons, you may wish to change some of the rules of the game to better suit the needs of your campaign, or your preference as a Game Master. I have included below some suggestions for variant rules | ||
| - | |||
| - | \\ | ||
| - | ====Alternative ability score selection methods==== | ||
| - | The standard method for determining an ability score can be found [[abilities|here]]. Below are other ways you could use to determine ability scores | ||
| - | |||
| - | * **Assigned Scores:** In this method the GM gives you a set of scores which you distribute according to your preference. Recommended distributions: 10,11,12,14 for a normal game, 10,13,15,16 for a higher powered game | ||
| - | * **Random**: Roll 4d6, and discard the lowest die. Add the remaining three dice together. Repeat four times, generating four numbers. Assign these numbers to the four abilities as you see fit | ||
| - | * **True Random:** This method is the same as random, except that you roll each number in order, assigning each result to a specific ability in turn | ||
| - | * **Classic**: Roll 3d6 and sum the dice. Repeat four times, and assign the numbers to the abilities of your choosing | ||
| - | * **Point Buy:** In this method you are given a number of points with which you can 'buy' ability points, according to the chart below. The amount of points you have is up to the GM. The recommended range is 15 to 25 | ||
| - | |||
| - | ^Ability Score^Cost^ | ||
| - | |8|-2| | ||
| - | |9|-1| | ||
| - | |10|0| | ||
| - | |11|1| | ||
| - | |12|2| | ||
| - | |13|3| | ||
| - | |14|5| | ||
| - | |15|7| | ||
| - | |16|10| | ||
| - | |17|13| | ||
| - | |18|17| | ||