Note: this is completely untested, it's probably something I would never actually use, but it's a thought that popped into my head...
- Roll 24d6.
- Remove the lowest 6 results.
- Assign the 6 highest results to the six ability scores. You can choose which stat gets which die, but you have to place one of the "top six" in each of the six scores.
- Assign a further 2 dice to each of the stats. Again, this can be done in any order, but in every case you have to assign a full die to the stat - you can't 'split' a die.
For example...
- You roll 24d6 - 6, 6, 6, 6, 5, 5, 5, 4, 4, 4, 4, 4, 3, 3, 3, 3, 2, 2, 2, 2, 2, 1, 1, 1.
- You remove the lowest six results, leaving 6, 6, 6, 6, 5, 5, 5, 4, 4, 4, 4, 4, 3, 3, 3, 3, 2, 2.
- You assign the top six to the six scores, giving Str 6, Dex 5, Con 6, Int 5, Wis 6, Cha 6, and leaving 5, 4, 4, 4, 4, 4, 3, 3, 3, 3, 2, 2.
- You assign the remaining 12 scores, two to each of the stats: Str 6+5+4 = 15, Dex 5+4+3 = 12, Con 6+4+4 = 14, Int 5+4+3 = 12, Wis 6+3+3 = 12, Cha 6+2+2 = 10.
The advantage of this over standard 4d6-drop-lowest is that it essentially eliminates the danger of a truly woeful stat (unless the whole batch was just bad). On the other hand, this is also its great disadvantage - step #3 also effectively eliminates the possibility of an 18 unless a truly great set of rolls were made (since you'd need 8 6's out of 24 dice).
But then again, rolling lots of dice at once is cool.
Ultimately... yeah, I'm never going to use this. I think I'll be sticking with my previous method. The player has a choice of three options:
- 4d6-drop-lowest, arrange to taste. Reroll if the net total of modifiers is 0 or lower, or if the highest stat is 13 or less. (If this option is selected, rolls must be made in front of the group.)
- Standard array: 16/15/13/12/10/8.
- 28-point buy, using the 3.5e costs for the various scores.
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