Attributes

Back to Character Creation Guidelines

  • Roll 4d6, because we’re going for a more believable setting here, hardly anyone is amazing at everything and some are downright dismal at certain tasks. I am going to ask that you only roll 4d6, but you get to keep all four (4) dice. If that means you get 24, then you should go play the lottery. (Just kidding). If the lottery of the dice means you get a 4, well then hopefully your other roles won’t be that terrible. If you manage to get all 4’s then the random dice gods must be mad at you.
  • Once you roll your four (4) dice, sum up their values. This will give you a total score. This score will be one of your attributes. Please do this five (5) more times until you have a total of six (6) scores. You can then apply these to your six (6) attributes anyway you wish.
  • If you do manage to roll everything lower than ten (10), you can choose to start over and re-roll your entire stats from square one.
  • GM Love: Once you’ve assigned your scores and racial bonuses and you fail to come up with an 18 in any of your scores. You may do either of the following but not both:
    • Take your highest score and boost it to give you an 18 after racial bonuses are applied.
    • Alternatively you may take your two (2) lowest scores and boost them by two (2) each. Boosting them in this manner cannot allow them to exceed 15 after racial bonuses are taken into account.
  • By doing this I am attempting to prevent any character from being truly poor in the ability score area, at the same time though, this game is about randomness and chance. Therefore someone who roles well shouldn’t have their own scores cheapened too significantly.

Attributes

Second Darkness Jarquafelmu Jarquafelmu