Character Generators: Special Dice Methods

When you create characters using the 0-level and Upper Level character generators, you can choose from a variety of dice methods for rolling up stats. In addition to the Crom approved standard 3d6 method and the Hugh-scoffing 4d6 discard lowest style, the generators include a few specialty methods:

Terry’s Methods

Terry Olson outlined the Tatterdemalion and Sezrekan methods in the 2015 Goodman Games GenCon Program guide. Each is designed to create more ‘extreme’ characters:

The Tatterdemalion’s Tampering

Tatterdemalion’s method makes ability scores more “swingy,” with increased odds of obtaining higher and lower values. To apply The Tatterdemalion’s Tampering, roll 1d5 and 3d7 for each ability score.

If you roll 1–2 on the 1d5: Roll 3d7 and count any 7 as a 1.
If you roll 3 on the 1d5: Roll 3d7 and reroll any 7s (same as 3d6)
If you roll 4–5 on the 1d5: Roll 3d7 and count any 7 as a 6.

Alternately, you can skip the d5 roll and simply count all 7s as 6s (creating powerful Tatterdemailion’s Heroes) or count all 7s as 1s (creating weaker Tatterdemalion’s GongFarmers).

The Sezrekan Method

The Sezrekan Method will generate ability scores that purists may consider wildly “overpowered”: Roll 4d7, count any 7 as a 6, and discard the lowest die. By the power of Greyskull!

Additional Methods

Jack’s Deformed Method

Jack Mack created a radical new table where you roll 2d10 for char gen. Along with the extra modifiers, this gives characters a much better chance of getting high and low ability scores, which is likely to make them simultaneously crippled and amazing. It also uses a slightly modified modifier table. Find out more at his blog.

2d10 Standard Method

This method uses the 2d10 method of Jack’s deformed, but caps the results at 3 and 18 and uses the standard mod bonus charts.

Mad O'Murrish

Get swingy with a method that rolls 1d16+2, giving lots of high (and low!) stats.

Average Joe

If you're feeling average then use this method that bends things to the middle: roll 6d6, then divide by two. (Round up for rolls below ten, round down for those above). Suggested by Patrick Sanders.