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Alternative Characteristic Generation

Page history last edited by Bruce Mason 12 years ago

RuneQuest II:: House Rules::

Alternate character generation methods

Pseudo-points system

Count up the number of d6s needed to generate a character randomly. For example, a human uses a total of 19d6s. Give the player that many d6s arranged in sets of 6, each set containing 1 die of each number. If there any unallocated dice, then set the dice in the following order depending on the number of dice (4, 3, 5, 2, 4). The player can now assign these dice to each characteristic as they see fit. For a human character, the player gets 3 sets of dice numbered 1-6 and has one die left which is set to 4. The player arranges the following dice results:

1, 2, 3, 4, 5, 6, 1, 2, 3, 4, 5, 6, 1, 2, 3, 4, 5, 6, 4

These are then added to the characteristics. So for example, two 6s could be given to INT for an INT of 18 (2d6+6) while the remaining 6 and two 5s could be given to POW for a POW of 17. 


Example: For a character requiring 21 dice then the player would get 3 sets of 1-6 and the other three dice would be set to 4, 3 and 5.


Note that this creates average characters. RQ tends to assume that even starting characters are a bit above average. As an optional rule you can therefore add X points to the dice. X equals 3 for novice characters. To add a point to a die, simply turn the die to the new value. E.g adding 1 point to a die currently reading '5' changes it to a 6. Note that this prevents you from changing 6s into 7s as there are no 7s.


Roll and Assign System

Count the number of d6s normally rolled. Roll them all. Assign the dice as you see fit. E.g. If a characteristic is 3d6+6, pick 3 of the dice rolled and add 6 to the result.


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