Results 1 to 1 of 1
  1. - Top - End - #1
    Pixie in the Playground
     
    WolfInSheepsClothing

    Join Date
    Mar 2009

    Default D&D 5e Attribute Mini-Game Version 1.1

    D&D 5e Attribute Mini-Game Version 1.1

    [Step 1] The party shares an attribute pool.

    My table would not port proper into this here field. Basically create a 7x7 chart. Leave "A1" empty, and have enough space for three numbers in each cell. Column headers: STR, DEX, CON, INT, WIS, CHA. Row headers: STR, DEX, CON, INT, WIS, CHA.

    [Step 2] Take turns rolling 3d6+3d4, keep best 3 results. Record the best 3 dice results in the cell provided for each attribute cells trio of numbers. Fill out the attribute pool in order, as if reading a book, in English. Alternatively the DM, or another player may create this chart ahead of time.

    3d6 and 3d4, keep 3 best:
    http://anydice.com/program/46be

    [Step 3] When the chart is finished, each player rolls 1d20 on the Ability Card Chart, and gains an Ability Card to be used later. Players may choose the order the cards are played.

    1d20 Ability Card Chart
    1. In the Strength column you may replace one result with a 5. Create a +1 to Strength under 15 card to be used in step 5.
    2. In the Dexterity column you may replace one result with a 5. Create a +1 to Dexterity under 15 card to be used in step 5.
    3. In the Constitution column you may replace one result with a 5. Create a +1 to Constitution under 15 card to be used in step 5.
    4. In the Intelligence column you may replace one result with a 5. Create a +1 to Intelligence under 15 card to be used in step 5.
    5. In the Wisdom column you may replace one result with a 5. Create a +1 to Wisdom, other than yours under 15 card to be used in step 5.
    6. In the Charisma column you may replace one result with a 5. Create a +1 to Charisma under 15 card to be used in step 5.
    7. In the Strength row you may replace one result with a 5. Create a +2 to lowest Intelligence in the party card to be used in step 5.
    8. In the Dexterity row you may replace one result with a 5. Create a +2 to lowest Wisdom in the party card to be used in step 5.
    9. In the Constitution row you may replace one result with a 5. Create a +2 to lowest Charisma in the party card to be used in step 5.
    10. In the Intelligence row you may replace one result with a 5. Create a +2 to lowest Strength in the party card to be used in step 5.
    11. In the Wisdom row you may replace one result with a 5. Create a +2 to lowest Dexterity in the party card to be used in step 5.
    12. In the Charisma row you may replace one result with a 5. Create a +2 to lowest Constitution in the party card to be used in step 5.
    13. [Jack's Beanstalk] Roll 1d8+13 (maximum 20), consult the chart above. Create an attribute card with a value of 15 that may replace the lowest attribute on a character, but the character is selected randomly, to be used in step 5.
    14. [Two Eyed Jacks] Roll 1d12, twice, consult the chart above, pick one. Add +1 to the ability card generated.
    15. [Queens Compassion] Roll 1d12, consult the chart above, but instead replace two results with 5's. Each result must be in a different column/row set (one cannot put two 5's in the same attribute set). You are entitled to be giving, ask the DM if your choice is giving enough before activating this ability. Add +1 to the ability card generated.
    16. [Kings Demand] Roll 1d12, consult the chart above, but instead replace two results with 5's. Each result must be in a different column/row set (one cannot put two 5's in the same attribute set). You are entitled to be demanding, ask the DM if your choice is selfish enough before activating this card. Add +1 to the ability card generated.
    17. [Black Jokers Gambit] Replace any one result with a 5, or randomly select one player (including you) to allow that player to replace any two results with 5's. Each result must be in a different column/row set (one cannot put two 5's in the same attribute set). Create a +1 to any attribute under 15 card to be used in step 5.
    18. [Red Jokers Gambit] Replace any result with a 5, or let the person on your right replace any result with a 6. Create a +1 to any attribute under 15 card to be used in step 5.
    19. [DMs Favor] Starting with the person to your right, each player may select one column/row attribute result set. No one may select the same column/row result set. Each person then rolls 3d6, keep 1, and may replace one result in the set with the new roll. Create a +1 to any attribute under 15 card to be used in step 5.
    20. [DMs Girlfriend] Select one column/row result set, and replace two of the results with 5's. Create a +1 to any attribute under 15 card to be used in step 5.

    [Step 4] Each player selects a column set, or a row set.

    [Step 5] Attribute cards are resolved as a party via voting, unless specified otherwise.

    [Step 6] After looking over these options, selecting a class, and noting what saves that class is proficient in, each player may either: (a) switch two scores, (b) replace up to two non-proficient scores with 13's, (c) replace one proficient score with a 15, or (d) with the permission of target player replace target players Constitution score with a 15.

    Optional selections that could be used to nudge character creation:
    (x) select a non-human race
    (x) select a magic-using class
    Last edited by darkrose50; 2014-09-19 at 06:02 PM.

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •