Alternative method to generating characteristics

By 3darkman, in Dark Heresy House Rules

I thought of something based on the Rogue Trader: allocating points.

All characteristics starts with 20 points and players have 100 points to spend on them, no more than 20 in each.

Then he adds the following modifiers according to their homeworld:

- Feral World: +5 Strength; +5 Toughness; -5 Willpower and -5 Fellowship

- Hive World: -5 Toughness and +5 Fellowship

- Void Born: -5 Strength and +5 Willpower

- Imperial World: no modifications

- Forge World: -5 Weapon Skill and +5 Intelligence

- Mind Cleansed: +5 Willpower and -5 Fellowship

- Noble Born: -5 Willpower and +5 Fellowship

- Scholar Progenitum: No modifications

I hope it is useful.

I know several gms who do it this way.

I myself use point allocation.

20 base in each stat, and I give 120 to distribute. No less than 2 in each stat no more than 20 (to mimic the 2d10, 2 min 20 max).

It's good to see someone else veering away from die rolls in DH char generation.

Alexis

*smiles*

Cailieg said:

I know several gms who do it this way.

I myself use point allocation.

20 base in each stat, and I give 120 to distribute. No less than 2 in each stat no more than 20 (to mimic the 2d10, 2 min 20 max).

It's good to see someone else veering away from die rolls in DH char generation.

Alexis

*smiles*

I used the exact same system, only I had a 5 point minimum

I rather like the combination of ideas presented here. I have used a couple of generation methods in the past that also seem to work out okay.

  • Characteristic Array . Primary - 20, 18, 17; Secondary - 15, 15, 15; Tertiary - 13, 12, 10 values to be added to base characteristics. Career defined "core" characteristics (the cheapest to advance) could not all be primary values, and one must be tertiary. So, an Imperial World Adept might have Int 40, Per 33 and Will 35. This works okay for keeping characters stats more or less balanced and focused; but lends itself to a tendency of "cookie cutter" acolytes.
  • "Organic" Character Generation . Roll 3d10, dropping the lowest rolled die. Rolls are assigned to characteristics in the top-down order of the official character sheet. Once rolling is finished the player may choose to swap rolled values between two stats. So, a Guardsman who rolled a 20 to add to Int, but a 12 Str could swap those rolled values with each other. Once all nine characteristics are generated, the player may choose to reroll any one stat. The results of the reroll must be taken, even if it is worse.

The array idea I borrowed from Sin and Salvation if I am remembering correctly; though with a little variation. The Organic generation is a variation of one of the stat generation options presented in the 3.x Dungeon Master's Guide ; I simply changed the number and value of the dice rolled to bring the idea in line with Dark Heresy .

-=Brother Praetus=-

I did something very similar to Brother Preatus second option. I had them roll once for each stat, and then gave them three rerolls (you had to keep the second roll). Once all rolls and rerolls where made they could switch the rolled values of two characteristics with each other.

Worked fairly well. I am not to fond of buying values in a d100 system, since you always end up with values that are an even 5 or 10 (and then you might as well use a d20). Some randomness is nice, although the rules as written takes things to far. If you are going to play a character for hours or even days if playtime you don't want it to be horrible at the things you wanted to do.

Our GM allowed us to roll 9 (one for each stat) sets of d10s. We were allowed to reroll any one of our choosing (the lowest, usually) and then assign the results to whichever stats we wanted!

In my game players have a choice of two options:

Option 1 is the rolled method: Roll 9 sets of 2D10 and re-roll one of the sets if you choose to, then assign them however you like and add your homeworld/origin base to each one in turn.

Option 2 is points buy: 110 points allocated in anywhere from 2-20 points as you see fit, then assign your homeworld/origin base to the points spent to determine your final starting stats.

The player decides which method to use at the time of character creation and is free to alternate between methods between each new character created.