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Two 15s
Posted: Wed Sep 10, 2014 5:49 pm
by prespos
The PH recommends two 15s for character ability scores (and with good reason, I think).
How do you apply this?
A) raise the 1 or 2 LOWEST below-15 scores to 15 if needed?
B) raise the 1 or 2 HIGHEST below-15 scores to 15 if needed?
C) other?
Prespos
Re: Two 15s
Posted: Wed Sep 10, 2014 6:04 pm
by TRP
They keep rolling characters (6x4d6 drop lowest) until they get one that's got two 15 scores. With the 4d6 drop lowest method, it is quite unusual to fail to the two 15 stats.
Re: Two 15s
Posted: Wed Sep 10, 2014 6:36 pm
by ScottyG
I let them re-roll the set. If I was going to bump, I'd use option B.
Re: Two 15s
Posted: Wed Sep 10, 2014 6:56 pm
by Chainsaw
We roll six sets of 4d6x6 drop the lowest and typically they get something they like. The remaining five sets are supposed to be for the next five PCs (or for additional PCs within the same world), but usually we end up rolling more if the other sets are sucky. Somewhere I read that the Lake Geneva crew would roll and roll until they got something they liked (what we did in high school as well), but I can't find where I read that, so maybe I'm making it up.
Re: Two 15s
Posted: Wed Sep 10, 2014 8:25 pm
by Falconer
“While it is possible to generate some fairly playable characters by rolling 3d6, there is often an extended period of attempts at finding a suitable one due to quirks of the dice.” —DMG, p. 11.
So, yes, I think it’s idiomatic that, if you don’t like your rolls, you don’t tinker with them, but rather roll another six ability scores from scratch. The DMG “Methods” are meant to try to help you accelerate this process; bypass the drudgery. But, whichever method you use, if you end up with a character that doesn’t have two 15s, keep on generating characters!
Re: Two 15s
Posted: Wed Sep 10, 2014 8:52 pm
by T. Foster
I've never really followed this rule. I think a character can do fine with only one exceptional score, especially if it's a 17 or 18. But if a player did complain, the solution would be to roll a whole new character, not to boost scores.
Re: Two 15s
Posted: Wed Sep 10, 2014 10:53 pm
by AxeMental
Like Foster, we've never really used this rule. A character can do fine with all average (and some below average). Try it out and see for yourself, create a PC with all average and see what happens (a fighter wears plate and finds a +2 sword, an MU gets lucky and learns his spells and finds scrolls etc. There's plenty of magic to help your average guy out. Never mind, its very often the guy with multiple high scores that ends up getting cocky and dead (way too common with me). PLAYING SMART trumps abilities in this game, espl. when thats all you have to go on.
Re: Two 15s
Posted: Wed Sep 10, 2014 10:53 pm
by AxeMental
double post
Re: Two 15s
Posted: Thu Sep 11, 2014 1:20 am
by EOTB
My chargen method is a little different.
Roll 36 scores on 4d6, but the end wraps with the beginning. Imagine it's like a circle of numbers. If you use comliness, roll 42 scores.
You can start your string of six stats anywhere in that circle of numbers you want. But you have to take a string of continuous six numbers.
I've found this method generally allows people to get a character they want, as if they have a favored stat or 1 prereq they can choose to start their stat string at a point that will make the highest score they rolled fall into the attribute they're favoring. But it's highly unlikely that every M-U's dex will be his next highest score. It might be wisdom. Or strength.
Or conversely, they can choose a string of 6 consecutive numbers that has generally high numbers in several spots, even if that coveted 18 is outside the string because it is surrounded by lots of 7s and 10s. But they can play a ranger because they found a sequence of 6 numbers that met all the minimum prereqs.
Player control of the broad strokes, but dice god control/randomness of the complementary details.
Re: Two 15s
Posted: Thu Sep 11, 2014 4:42 am
by Chainsaw
capitalbill and I have generated PCs using EOTB's method. It's pretty cool and fun.
Re: Two 15s
Posted: Thu Sep 11, 2014 6:39 am
by Flambeaux
I, too, like EOTB's method in face-to-face play.
Re: Two 15s
Posted: Thu Sep 11, 2014 7:45 am
by Falconer
Not bad, but not BTB.

Re: Two 15s
Posted: Fri Sep 12, 2014 12:26 am
by BlackBat242
Hmmm... "the PHB recommends". Not "mandates", but "recommends".
The two highest-level characters I ran from 1st-level up failed to meet that recommendation.
Fighter with 12 str, 14 con, 13 dex, and... 16 int. Made 17th-level before being retired.
Magic-User (companion of above fighter) with 14 int, and nothing else higher than 13. Made 16th level before being retired.
They were some of the first characters I ever played - and they were rolled with 3d6 x 6 in order.
While having higher ability scores is nice, and can help survival/success significantly, they are in no way required - neither by the rules nor by a proficient player.
Re: Two 15s
Posted: Fri Sep 12, 2014 4:13 am
by Wheggi
I'm kinda digging EOTB's method. I think I'll try that next time around.
- Wheggi
Re: Two 15s
Posted: Fri Sep 12, 2014 7:40 am
by Matthew
I would probably raise the nearest attributes to reach the minimums if I wanted to ensure a character had two 15s.