I was just wondering which methods people use for determining ability scores in their campaigns.
Roll 4d6, discard the lowest? d10+8? Point buy? Other versions?
Personally, I recently heard about a variant that I'm really digging right now (at least in theory - haven't tried it out yet). It uses cards, regular cards from a normal 52 card deck that is.
The idea is that you put together a small deck of 18 cards with values between 1 and 6, and then deal them into six piles of three cards each. The sum of each pile then becomes one of your six ability scores.
For Joe-average characters this deck would be comprised of 3 sixes, 3 fives, 3 fours, 3 threes, 3 twos and 3 ones (which gives an average of 10.5), but obviously the balance between high and low cards can be altered to give more high-powered characters.
The nice thing with this method is that it preserves randomness, but still ensures that you get characters that are (approximately) of the same power level. If you like to have the chance to roll really high (or low), it might not be your thing, but for me thats not a big deal.
The deck I've been toying around with has 6 sixes, 3 fives, 3 fours, 3 threes and 3 twos. It gives an average ability score of 13, and excludes the really low values (6 is the lowest possible).
So, two questions; which method do you use, and what do you think of this card-dealing method?
Roll 4d6, discard the lowest? d10+8? Point buy? Other versions?
Personally, I recently heard about a variant that I'm really digging right now (at least in theory - haven't tried it out yet). It uses cards, regular cards from a normal 52 card deck that is.
The idea is that you put together a small deck of 18 cards with values between 1 and 6, and then deal them into six piles of three cards each. The sum of each pile then becomes one of your six ability scores.
For Joe-average characters this deck would be comprised of 3 sixes, 3 fives, 3 fours, 3 threes, 3 twos and 3 ones (which gives an average of 10.5), but obviously the balance between high and low cards can be altered to give more high-powered characters.
The nice thing with this method is that it preserves randomness, but still ensures that you get characters that are (approximately) of the same power level. If you like to have the chance to roll really high (or low), it might not be your thing, but for me thats not a big deal.
The deck I've been toying around with has 6 sixes, 3 fives, 3 fours, 3 threes and 3 twos. It gives an average ability score of 13, and excludes the really low values (6 is the lowest possible).
So, two questions; which method do you use, and what do you think of this card-dealing method?