Determining Ability Scores

All ability scores will be balanced to varying degrees, both for the individual player and across the group so that one player is not drastically stronger or weaker than any other. Additionally, there is a new ability score used, Luck, and some settings may use the Sanity and Honor ability scores.   Assigning Luck Score. When assigning your ability scores, your luck score cannot be the lowest score unless it is tied for the unmodified score of another ability score.   Racial Ability Score Modifiers. You may adjust your races ability score modifiers once, by subtracting 1 from one of the positive racial ability score modifiers and adding it to any other standard ability score that doesn't already have a positive racial ability score modifier. For example, if you were to play a High Elf you would normally have +2 Dexterity and +1 Intelligence. You could remove 1 point from either Dexterity or Intelligence and add it to any other of the standard ability scores.  

Balanced 4d6 Drop One

Inspired by dandwiki.com user: Mkill   This method creates balanced random scores that are still all within the same point buy range, plus/minus a few. There will be either 28 ability score points for a standard campaign, and 35 for a high powered one. Add 3 points for each additional ability score (luck already added in).   Then, 6 ability scores are rolled using 4d6 (do not reroll 1s) drop one method. The point cost for these is calculated, and substracted from a the number set by the DM. The result determines the last score, any excess points are lost.   Minimum Score. The minimum score for any roll or point buy is 8. If any 4d6 roll results in a 7 or lower, then it is rerolled. If the player rolls extremely well and their minimum last score is below 8, then it is automatically adjusted to 8 (only time this method needs supervision).  

Point Buy System

  Table: Extended point buy table
Ability Score 8 9 10 11 12 13 14 15 16 17 18
Point Cost 0 1 2 3 4 5 6 8 10 13 16
If the player rolled really bad and he had 16 or more points left after rolling, they can either take an 18 on their last score or repeat the whole rolling process.    

The 3 Dice, Up and Down

Inspired by dandwiki.com user: Mkill   For this method, only three dice are rolled once each, and each gives two scores. This is done by adding the die to a number for the first score, then the same die roll is subtracted from a number to get the second. This method creates random scores that always balance to the same total (75).   Even though only 3 dice are rolled, this method creates a mixture of high, low and average scores, odd and even, and the score total is always the same.   The following example creates a range of scores between 7 and 18, and the total is always 75.   10 + d6 15 - d6 10 + d8 15 - d8 8 + d10 17 - d10   Using this method the luck score is determined by rolling 4d6, drop 1, minimum score of 7. If honor or sanity is used so that there are at least 8 ability scores used, then an additional dice will be rolled and stats determined using (6 + d12) and (19 - d12).    

Texas Hold 'Em

Homebrew     This method offers the most randomness, but mostly balances stats amongst the group. Each player will roll 4d6, reroll 1s, drop 1 dice two times, which are their personal rolls. Each player will then roll 4d6, reroll 1 one time each to contribute to the group ability scores. If there are a low number of party members then they may all roll a second time to meet the required number of group ability scores. The DM will contribute scores to meet the needed number of ability scores in the group scores, there should be 7 results in the group ability scores, adding an additional score for each additional ability score being used in the campaign (honor or sanity; luck already included in the rules).   After each person has their two personal scores and the 7 group scores available, for a total of nine, they take the 7 best scores. They may use one, both, are even none of their personal ability scores if the group scores are all higher.