![]() For example, in some editions of Dungeons & Dragons the player rolls 4d6 and adds the highest three numbers to generate an ability score (attribute value) from 3 to 18.This method is generally less concerned with game balance than with ease of use. On the other hand, players have very little control over the scores, and rolling low scores can be very frustrating for some players. Thus, it is possible for a character to start the game with all-maximum scores (or nearly so). Usually, a random generation system allows the full (or at least a rather large) range of values to be generated for each statistic, leading to a great diversity among newly generated characters. Random Choice: Random choices are usually made by rolling dice and either using the result directly or looking it up in a table, depending on the decision that is to be made.Examples would be the skill bonuses a character gets from their attributes in many games (which are usually determined by a table or a simple formula) or the number of character points a player gets to use for character creation (in GURPS, for example, this is set by the game master).This technique is often used to save time for short games run on gaming conventions. In an extreme case, characters are completely predesigned by the author of a scenario, but even then, players usually may choose their character from the selection provided. ![]() This method facilitates fast and easy decisions that are likely to be balanced according to the judgement of the game's author and the game master, but doesn't allow for variation if not combined with other options.
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