Does the name Rath ring any bells with you?
If it does, welcome to the club, one of the most exclusive of all: those who actually read the 2nd edition AD&D Player's Handbook and took it seriously enough to have remembered its contents. For those not in the know, Rath was an example of a PC with mediocre stats (implicitly generated in the traditional 'roll 3d6 in order' iron man fashion), provided by the authors as an illustration of how it was possible to get good roleplaying opportunities out of a set of not-very-good dice rolls.
Rath's stats were as follows:
STR 8
DEX 14
CON 13
INT 13
WIS 7
CHA 6
'It is possible,' the authors declared, 'to turn these "disappointing" stats into a character who is both interesting and fun to play.' There was no need to become 'obsessed' with good stats. Rather, it was better to embrace mediocrity. 'View it as an opportunity to role-play, to create a unique and entertaining personality in the game,' they concluded.
And they gave two different iterations of Rath to show what they meant:
1) Although Rath is in good health (Con 13), he’s not very strong (Str 8) because he‘s just plain lazy - he never wanted to exercise as a youth and now it’s too late. His low Wisdom and Charisma scores (7, 6) show that he lacks the common sense to apply himself properly and projects a slothful “I’m not going to bother” attitude (which tends to irritate others). Fortunately, Rath's natural wit (Int 13)and Dexterity (14) keep him from being a total loss.
Thus you might play Rath as an irritating, smart-alecky twerp forever ducking just out of range of those who want to squash him.
2) Rath has several good points-he has studied hard (Int 13) and practiced his manual skills (Dex 14). Unfortunately, his Strength is low (8) from a lack of exercise (all those hours spent reading books). Despite that, Raths health is still good (Con 13). His low Wisdom and Charisma (7, 6) are a result of his lack of contact and involvement with people outside the realm of academics.
Looking at the scores this way, you could play Rath as a kindly, naive, and shy professorial type who’s a good tinkerer, always fiddling with new ideas and inventions.
I remember taking this advice very seriously as a kid, even while in practice my friends and I tended to implement a de facto 'roll the dice as many times as it takes to get what you want' method of character gen. I liked what the PHB authors were driving at. And I still do - to my eye it is a fun and interesting exercise to approach character generation in this way, even while recognising that there are some occasions when it is genuinely better to let a player re-roll his or her stats. (There was a time when I would insist on an absolutely ironclad basis that the only method I allowed was to roll 3d6, in order. I still require this, but I do allow optional re-rolls when a PC is produced who is self-evidently terrible, for instance because he has no stats above 8, or because he has a 3 for STR or CON and will therefore struggle to meaningfully contribute.)
The proof of course is in the pudding, so let's give it a whirl and see what we come up with, rolling 3d6 in order the way God intended it (i.e., STR, INT, WIS, DEX, CON, CHA), and deploying the fantasy name generator to come up with a name. Toss a coin for sex, M/F. Choose whatever edition you like, though I'll go with BECMI.
Character One: Harlex the Red
STR 6
INT 10
WIS 10
DEX 14
CON 7
CHA 8
Harlex is a magic-user who is unusually lithe and whippet-like in his frame, but diminutive and bookish - a feather-weight with little physical fitness. He never excelled at his studies and, while he would like to think that he has gained what little success he has obtained in life through bloody-mindedness and mental toughness, the truth is that he has rather coasted along. He appears introverted but the truth is he simply doesn't like people very much. He is hoping that adventure will redeem him.
Character Two: Cyna of Gawold
STR 8
INT 12
WIS 11
DEX 5
CON 8
CHA 10
Plump, squat and ungainly, Cyna is hamster-like in appearance and hopelessly clumsy. But she is clever enough to have mastered the elementary skills required for magic use, and is above all good-hearted and reliable. What she lacks in ability she makes up for with perseverance and motivation. She does nothing spectacularly well. But at least she is game for doing whatever needs doing in the first place.
Character Three: Ealkmulf, Priest of Nocri
STR 13
INT 11
WIS 15
DEX 10
CON 10
CHA 12
Ealkmulf knows that it would be churlish to complain about the curse of being above average, so he does his best not to dwell on the matter. But the truth is that, while he tends to be more intelligent, more physically capable, and better looking than is ordinary, in every respect he falls short of exceptional. He is too able to be satisfied with a low station in life, but not able enough for a high one. His main virtue is that he knows this to be the case, and this helps him not to dwell on his frustrated ambition. He is as a consequence an exceptional second-in-command or deputy in almost any setting.
Character Four: Perva Boffin, Halfling
STR 11
INT 10
WIS 8
DEX 11
CON 11
CHA 14
Perva Boffin is a halfling of a long line of Boffins and has all the traits of her father's clan. In no respect remarkable, and rather foolish and dreamy to boot, she has one virtue: she is exceptionally cute, and has learned how to deploy her big brown eyes as a powerful weapon to melt hearts.
Character Five: Iffip, Burglar
STR 12
INT 11
WIS 12
DEX 13
CON 13
CHA 11
Iffip is quick, tough, athletic, and clever. This provides him with a solid foundation for his thieving skills. Though he comes from the kind of rural background that produces chiefly slack-jawed labourers and mulish, incurious dullards, he was blessed with qualities that in that context stood out like miraculous gifts. This provide enough to motivate him to leave his dead-end village and attempt to make it in the big bad world. But he has also never lost his sense that life is unfair and injust, and that the job of those who succeed is to help those less fortunate. He is, then, something of a putative Robin Hood.
Character Six: Nellotie Ipromiseididgenuinelyrollthesestats
STR 11
INT 16
WIS 14
DEX 15
CON 9
CHA 18
Nellotie is a stunningly beautiful elf maiden, charismatic and graceful, a born leader who women want to be and men want to be with (and sometimes vice versa). Though she is capable with the sword, her emphasis is on the power of her magic; if she has one weakness, it is that she is not even arrogant enough to inspire bitterness or envy, and as a consequence simply has too many friends and followers to be able to keep them all pleased.
What do we learn from all of this? I'm not sure - I actually enjoyed the exercise, and it reminded me that one of 'old school' D&D's unsuing virtues is that random character generation is genuinely fun in itself. The worst type of character, in a sense, is the one who only has stats in the 9-12 range, as this on its face always appears bland. There, a little bit of creativity is needed. But I think the AD&D 2nd edition authors were hitting on a truth - it is actually more interesting to have a stab at fleshing out a group of 3d6-in-order stats than it is to spend hours carefully crafting a pre-invented character concept.
Have a go in the comments!
I love 3d6-in-order, and I loathe methods that produce inflated ability scores. All the characters in my campaign--both PCs and NPCs--are rolled 3d6-in-order. This ensures that the sub-classes and special classes are suitably rare, while the four main classes account for about 90% of men who are not 0-level.
ReplyDeleteThe chances of rolling the sub-classes and special classes using 3d6-in-order are as follows:
cavalier-paladin: S 15; I 10; W 13; D 15; C 15; Ch 17 (1 in 420,061 chance)
bard: S 15; I 12; W 15; C 10; D 15; Ch 15 (1 in 58,029 chance)
hunter: S 15; I 12; W 12; D 15; C 14; Ch 3 (1 in 5,119 chance)
cavalier: S 15; I 10; W 10; D 15; C 15; Ch 6 (1 in 3,381 chance)
monk: S 15; I 6; W 15; C 11; D 15; Ch 6 (1 in 2,769 chance)
paladin: S 12; I 9; W 13; C 9; D 6; Ch 17 (1 in 1,062 chance)
barbarian: S 15; I 6; W 6; D 14; C 15; Ch 6 (1 in 830 chance)
ranger: S 13; I 13; W 14; C 14; D 6; Ch 6 (1 in 623 chance)
illusionist: S 6; I 15; W 6; C 3; D 16; Ch 6 (1 in 269 chance)
thief-acrobat: S 15; I 6; W 3; D 16; C 6; Ch 6 (1 in 269 chance)
druid: S 6; I 6; W 12; C 6; D 6; Ch 15 (1 in 35 chance)
assassin: S 12; I 11; W 6; C 6; D 12; Ch 3 (1 in 16 chance)
Or, if using the least bad DMG method (IV), here are the chances:
cavalier-paladin: S 15; I 10; W 13; D 15; C 15; Ch 17 (1 in 35,005 chance)
bard: S 15; I 12; W 15; C 10; D 15; Ch 15 (1 in 4,836 chance)
hunter: S 15; I 12; W 12; D 15; C 14; Ch 3 (1 in 427 chance)
cavalier: S 15; I 10; W 10; D 15; C 15; Ch 6 (1 in 282 chance)
monk: S 15; I 6; W 15; C 11; D 15; Ch 6 (1 in 231 chance)
paladin: S 12; I 9; W 13; C 9; D 6; Ch 17 (1 in 89 chance)
barbarian: S 15; I 6; W 6; D 14; C 15; Ch 6 (1 in 69 chance)
ranger: S 13; I 13; W 14; C 14; D 6; Ch 6 (1 in 52 chance)
illusionist: S 6; I 15; W 6; C 3; D 16; Ch 6 (1 in 22 chance)
thief-acrobat: S 15; I 6; W 3; D 16; C 6; Ch 6 (1 in 22 chance)
druid: S 6; I 6; W 12; C 6; D 6; Ch 15 (1 in 3 chance)
assassin: S 12; I 11; W 6; C 6; D 12; Ch 3 (75% chance)
I found some poker odds:
royal flush: 1 in 649,739 chance
straight flush: 1 in 72,192 chance
four of a kind: 1 in 4,164 chance
full house: 1 in 693 chance
flush: 1 in 508 chance
straight: 1 in 254 chance
three of a kind: 1 in 46 chance
two pairs: 1 in 20 chance
one pair: 42% chance
For fun, we can do some comparisons:
Rolling the following class using 3d6 in order is similar to getting the following hand:
cavalier-paladin: royal flush
bard: straight flush
hunter: four of a kind
cavalier: four of a kind
monk: four of a kind
paladin: full house
barbarian: full house
ranger: full house
illusionist: straight
thief-acrobat: straight
druid: three of a kind
assassin: two pairs
Rolling the following class using Method IV is similar to getting the following hand:
cavalier-paladin: harder than four of a kind, but easier than a straight flush
bard: four of a kind
hunter: flush
cavalier: straight
monk: straight
paladin: three of a kind
barbarian: three of a kind
ranger: three of a kind
illusionist: two pairs
thief-acrobat: two pairs
druid: one pair
assassin: one pair
It's the fact they have to be IN ORDER which is crucial. Swapping stats around is the tool of Satan.
DeleteI’ve been playing a solo game with a party of PCs with 3d6-in-order, ignoring B/X’s point-swapping and “hopeless character” rules. A character whose best stat was a 9 was funny to play as part of an ensemble, but I don’t think it would be great fun as your single character in a regular game of D&D.
ReplyDeleteI made my “only stats of 9–12” character a halfling, which fit the idea of a very average person whose distinguishing feature is simply being brave enough to take up a life of adventure anyway.
Yes, that has been my experience. Sometimes the player is up for it, but playing a PC whose stats are all bad, with no redeeming features, is something for which I am willing to bend a little.
DeleteI grew up with a copy of the AD&D DMG so I'm partial to 4D6 drop lowest, but as an adult I think rolling the stats in order is absolutely essential. Picking your class based on your stats produces so much more varied and interesting characters than just arranging your stats in whatever order best benefits your chosen class.
ReplyDeleteTotally agree.
DeleteI don't remember what I did last week, but I have that blurb about Rath from the PHB seared into my memory. For some reason the elf "washed overboard by a freak wave" is another one.
ReplyDeleteHa, yes, and the fight between Desdemona, Rath and somebody else versus some trolls and orcs, as an example of combat.
DeleteHuh. Is this where the love of "3d6 in order" comes from? I never played 2E; my group moved from B/X (which allows adjustments to Prime Requisites) to AD&D (where "Method I" is roll 4d6, take best three and assign as you like). Gygax was pretty clear in his PHB that a certain baseline competence was necessary for a viable character...Zeb seems to have had a very different approach.
ReplyDeleteThat's very interesting. And, for me, it feels like another way in which 5E like a parallel development to 2E.
"Prior to the character selection by players it is necessary for the referee to roll THREE SIX-SIDED DICE IN ORDER [emphasis mine] to rate each as to various abilities..." - Men & Magic
DeleteChapter and verse.
DeleteYeah, but Men & Magic says it's the referee that rolls the ability scores...that is NOT common practice in the OSR.
DeleteShould it be? Discuss.
Delete???
DeleteThe "OSR" is not a single system and it's not based on OD&D except insofar as ALL editions are "based on OD&D." Thao cited OD&D as the place where this idea of rolling 3d6 in order came from...I merely pointed out that if that was the case, then it would be the referee rolling ability scores, not the players.
Or, to put it more clearly: if you think that's where the OSR's slavish devotion to this idea comes from, then you are wrong, because that's not what the OD&D rules say to do.
Having the DM roll a line of ability scores and then handing them to an OD&D player, saying, 'This is what you're born with, what do you want to do with your life/career?' ...is a fine way of playing OD&D, especially in a low-stakes, high casualty game where you don't need (or want) players to have too much attachment to their character. This is especially good for the new D&D player to get their feet wet (similar to handing someone a pre-gen) without there being dashed expectations.
But for an ongoing campaign with veteran players who want to make a mark in the (game) world, a bit more say and ownership is desirable for investment. And so you have the various methods stipulated in 1E and the exhortations of Gygax in the PHB that: "...it is usually essential to the character's survival to be exceptional (with a rating of 15 or above) in no fewer than two ability characteristics."
This 2E idea of having a player roll 3d6 in order and letting that be a guide to "roleplaying" is...along with much of 2E...less than polished as a game concept. Of course, many people never really considered 2E to part of the "old school," so it's interesting that this is the procedure the "OSR" holds up as "The Way."
Draw what conclusions you will on that.
To be clear, that's not what the 2nd edition rules say. The PHB sets out a variety of methods (similar to the 1st edition PHB) but just includes the Rath vignette to illustrate that having great stats isn't the be-all and end-all.
DeleteAh. Then it must remain a mystery where this love of "3d6 in order" comes from.
DeletePossibly Philotomy?
DeleteAlas, as none so far have taken up the call to "have a go," I will spare you an analysis mine own resultant achilles other than his appellation (Aesfrin the Sausage).
ReplyDeleteMy daughter insisted on rolling each. die. individually (thank Gary we weren't using the dmg's Method IV to the tune of 216 times). I was struck by the dice's individual character so thrown. The first is all radiant possibility (or grudging acceptance of the statistical ceiling). The second contextualizes the first. The final makes the sum.
To propose a related architecture (or offer support for, doubtless this is not an original insight):
First throw (1d6) - Nature (birth), Second Throw (1d6) - Environment (breeding), Third Throw (1d6) - Mentorship (bootcamp).
This is a great concept. Love it.
Delete