Sometimes, you know what sort of NPC you want, what class they should be and so forth, but you don't want to either pick the stats or roll until you finally get a set of stats that is high enough to join the class. There's a method in the DMG, but it isn't really close in terms of normal spread of stat numbers. For those situations, I have come up with the following sets of tables. The assumption is that only characters with appropriate stats will join the class (obviously), and that you don't want to keep rolling sets of stats until you finally get an appropriate set. Most of the charts use d1000, which is rolling three distinctive 10-sided dice and using one for the hundreds place, one for the tens place, and one for the ones place, just like rolling a d%/d100. The higher charts could be replaced by a d20, a d10, or even a d4 roll, but I stuck with d% as the smallest die I'd use here. You could probably round the d1000 tables to d%, but I'm not interested in doing that.
Note that higher leveled characters should probably have slightly higher stats, due to the increased likelihood of survival. Delta discusses the matter
here, which gives the following adjustments (do with the information as you will):
Level |
STR |
CON |
DEX |
2 |
+3 |
+2 |
+1 |
3-4 |
+4 |
+2 |
+1 |
5-7 |
+4 |
+3 |
+2 |
8+ |
+4 |
+4 |
+3 |
The charts were pretty easy to make, actually, just requiring some time with a calculator and some tables of the properties of 3d6 and 4d6s3 ("4d6, keep the best three") rolls. I just reduced the possibilities to those that were required, and divided the number of results that can result in each number by that value. The fraction, rounded off to the nearest thousandth, provided the width of each result. In a few cases, the rounding resulted in a variation of 1 or 2 points, which I worked into the table as the feeling took me.
The following charts are organized by the required stat (obviously, if the required stat is 3, you would just roll the stat as normal), and by the method used for the character, either 3d6 as normal, or 4d6 discarding the low die (so that the character can be either normally-distributed or on par with the PCs if you use that method). I'll put in a jump cut for your sanity.
Required: 6+ |
3d6 Method (d1000) |
4d6s3 Method (d1000) |
6 |
001-048 |
001-016 |
7 |
049-121 |
017-047 |
8 |
122-223 |
048-095 |
9 |
224-344 |
096-166 |
10 |
345-475 |
167-261 |
11 |
476-606 |
262-377 |
12 |
607-727 |
378-507 |
13 |
728-829 |
508-641 |
14 |
830-902 |
642-766 |
15 |
903-951 |
767-868 |
16 |
952-980 |
769-941 |
17 |
981-995 |
942-983 |
18 |
996-000 |
984-000 |
Required: 7+ |
3d6 Method (d1000) |
4d6s3 Method (d1000) |
7 |
001-076 |
001-030 |
8 |
077-183 |
031-079 |
9 |
184-311 |
080-151 |
10 |
312-449 |
152-248 |
11 |
450-587 |
249-365 |
12 |
588-715 |
366-498 |
13 |
716-822 |
499-634 |
14 |
823-898 |
635-761 |
15 |
899-949 |
762-865 |
16 |
950-980 |
866-940 |
17 |
981-995 |
941-983 |
18 |
996-000 |
984-000 |
Required: 9+ |
3d6 Method (d1000) |
4d6s3 Method (d1000) |
9 |
001-156 |
001-078 |
10 |
157-325 |
079-183 |
11 |
326-494 |
184-311 |
12 |
495-650 |
312-455 |
13 |
651-781 |
456-603 |
14 |
782-875 |
604-741 |
15 |
876-937 |
742-854 |
16 |
938-975 |
855-935 |
17 |
976-994 |
936-982 |
18 |
995-000 |
983-000 |
Required: 10+ |
3d6 Method (d1000) |
4d6s3 Method (d1000) |
10 |
001-200 |
001-114 |
11 |
201-400 |
115-252 |
12 |
401-585 |
253-408 |
13 |
586-741 |
409-569 |
14 |
742-852 |
570-719 |
15 |
853-926 |
720-842 |
16 |
927-971 |
843-930 |
17 |
972-993 |
931-980 |
18 |
994-000 |
981-000 |
Required: 11+ |
3d6 Method (d1000) |
4d6s3 Method (d1000) |
11 |
001-250 |
001-156 |
12 |
251-481 |
157-333 |
13 |
482-675 |
334-515 |
14 |
676-814 |
516-684 |
15 |
815-907 |
685-822 |
16 |
908-963 |
823-921 |
17 |
964-991 |
922-978 |
18 |
992-000 |
979-000 |
Required: 12+ |
3d6 Method (d1000) |
4d6s3 Method (d1000) |
12 |
001-309 |
001-209 |
13 |
310-568 |
210-424 |
14 |
569-753 |
425-624 |
15 |
754-877 |
625-788 |
16 |
878-951 |
789-906 |
17 |
952-988 |
907-974 |
18 |
989-000 |
975-000 |
Required: 13+ |
3d6 Method (d1000) |
4d6s3 Method (d1000) |
13 |
001-375 |
001-272 |
14 |
376-643 |
273-525 |
15 |
644-821 |
526-732 |
16 |
822-928 |
733-881 |
17 |
929-982 |
882-967 |
18 |
983-000 |
968-000 |
Required: 14+ |
3d6 Method (d1000) |
4d6s3 Method (d1000) |
14 |
001-428 |
001-348 |
15 |
429-714 |
349-633 |
16 |
715-885 |
634-837 |
17 |
886-971 |
838-954 |
18 |
972-000 |
955-000 |
Required: 15+ |
3d6 Method (d%) |
4d6s3 Method (d1000) |
15 |
01-50 |
001-437 |
16 |
51-80 |
438-750 |
17 |
81-95 |
751-930 |
18 |
96-00 |
931-000 |
Required: 16+ |
3d6 Method (d%) |
4d6s3 Method (d1000) |
16 |
01-60 |
001-556 |
17 |
61-90 |
557-876 |
18 |
91-00 |
877-000 |
Required: 17+ |
3d6 Method (d%) |
4d6s3 Method (d%) |
17 |
01-75 |
01-72 |
18 |
76-00 |
73-00 |
(edited on 6/15/14 to correct typos.)
No comments:
Post a Comment