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Ability Scores

There are many different methods of rolling the required statistics for a character.  The method I prefer is to roll 4d6 dice (removing the lowest die from each roll) six times.  Due to the often fast tempo and high powered nature of my campaigns, I have also adopted the requirement that each set of rolls have an overall minimum modifier of +5.  This means that all characters should have a high survivability chance when support is not available.  My reasons for adopting this method is the number of characters who never survive beyond second or third level.  I will allow a player to re-roll a 1 result on their die to offset the difficulty in achieving the minimum modifier

Other methods I have used for rolling have been 3d6 dice rolled seven times, dropping the lowest resulting roll.  I tend to let players opt for this rolling method as an alternative to keep things different.  Allowing players this alternate method of rolling often will relieve the tedium of creating characters the same way.  I suggest other DMs adopt alternate methods as well so their players don't get discourage with rolling the same way all of the time.

I suggest that all rolls be made in front of other players and the Dungeon Master to remove the possibility of "fudging the roll."  Ideally, we are all adults and players will abide by the results of the dice without enforcement, but practical experience shows that envy and jealousy is too widespread.  Also, sometimes players will get discourage due to having their character overshadowed and the temptation to give themselves an edge may prove too much.  To ensure that everyone has a level playing field, DMs are suggested to monitor rolls.

Hit Points

Allowing players to gain maximum hit points at first level is always a good option.  Long ago, I played in a game with a character possessing only 1 hit point.  That player requested that we not attempt to gain resurrection for his character after being struck by a rock.  Such extreme low hit points would suggest that the character would not survive to adulthood and begin an adventuring career.   By making the assumption that adventuring characters will be intrinsically tough and granting them maximum starting hit points, players are allowed to enjoy their character and direct their evolution.

As characters advance in levels they also gain maximum hit points in most of my campaigns. Although it is still possible with the right combination of stats and feats, a sorcerer should have more health than a fighter only in extreme circumstances. Nobody likes the idea of being the weak link. Classes are meant to be equal and if someone ends up rolling low each level by the time they have reached level 10 they can easily be considerably weaker than their companions.

Alternately, you can make characters roll their hit points at each level.  Due to the chance of a really bad roll, I have given the players the ability to choose to re-roll the result one time.  If they so choose to re-roll, then they must take the result of the second roll even if it is worse than the first.  Just as with rolling ability scores, I suggest that these rolls be made in front of the DM and other players as well. This method should be used sparingly but in "mortal" campaigns where you are pushing the life and death edge this makes characters more aware of their character's mortality.

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