Thursday, January 5, 2012

RIFTS: Generating Attributes & Exceptional Attributes

I dug out my copy of RIFTS: Ultimate Edition earlier and started flipping through it.  I should have known better because it always makes me want to start up a new RIFTS campaign.  I have been a long time Palladium fan and player so I am comfortable with the rules.  I do, however, have ideas for some changes to the rules.  I have given some thought to Attribute score inflation over the years and what would be the best way to avoid it. I came up with some complicated methods of attribute generation that would work but they turned out to be more trouble than they were worth.  This morning a possible answer just came to me out of nowhere while scanning through the color plate section of RUE.  

Standard Rules
Each of the attribute scores are generated by rolling 3D6.  If a score of 16, 17, or 18 then that attribute is considered exceptional and an additional 1D6 is rolled and added to the score.  If another 6 is rolled then an additional 1D6 is rolled and added to the score.  End of process.


My Issue
I like the possibility of rolling an exceptional attribute BUT I do not like the fact that it is impossible to generate a score of 16.  Once you roll a 16, the attribute is considered exceptional and will be added to.

Possible Solutions
I came up with several different methods that would be similar to the original rules, keep a possibility of an exceptional attribute on a roll of 16 - 18, and would not add a bunch of unnecessary complication to the rules.

Method 1: 3D6 Roll Again
This method generates scores by a roll of 3D6 and then roll 3D6 again if the total is 16, 17, or 18.  If you meet or beat your score, then the attribute is considered exceptional and you follow the standard rules from this point on. 

I think this method is okay but it makes the chances of getting an exceptional attribute more difficult with the higher score you roll.  I know many players will not like this and I am not so sure that I like it either.  

Method 2: 3D6 + 1D6 (different colors)
This method  generates scores by rolling a total of 4D6 for each attribute but you roll 3D6 of one color with 1D6 of another color. If the total of the 3D6 is 16 -18 then there is a chance the attribute in question is exceptional.  At this point, look at the results of the other D6 and consult the following table:


*  When the score generated by 3D6 is 16, you add the score of the other D6 when the results are 1 to 3.
*  When the score generated by 3D6 is 17, you add the score of the other D6 when the results are 1 to 4. 
*  When the score generated by 3D6 is 18, you add the score of the other D6 when the results are 1 to 5.
(This additional D6 is the only additional roll that gets added to the attribute score.)

I like this method because you can generate scores of 16 - 18 that give you the possibility of an exceptional attribute.  Plus, the higher the score then the likelihood of an exceptional attribute increases.

Method 3: 3D6 + 1D6 (different colors) [take two]
This method  generates scores by rolling a total of 4D6 for each attribute but you roll 3D6 of one color with 1D6 of another color. If the total of the 3D6 is 16 -18 then there is a chance the attribute in question is exceptional.  At this point, look at the results of the other D6 and consult the following table:

*  When the score generated by 3D6 is 16, you add the score of the other D6 when the results are 1 to 5.
*  When the score generated by 3D6 is 17, you add the score of the other D6 when the results are 1 to 4. 
*  When the score generated by 3D6 is 18, you add the score of the other D6 when the results are 1 to 3.
(This additional D6 is the only additional roll that gets added to the attribute score.)

This method is similar to method 2 and shares much of the same appeal to me.  I kind of like the fact that if you reverse the table then no one can generate an attribute score through rolling alone that is higher than 21.  This method may be the way to go.  

There are my thoughts on attribute scores and exceptional attributes under the Palladium Megaversal System rules.  I do not like method 1 but included it for completeness.  If anybody has any experience with altering this part of the Palladium rules, feel free to give me any input at all. 

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edited for clarity in method 1.








2 comments:

  1. How about rolling 1d6-1 for exceptional attributes? So if you roll a 16, then a 1, you get 16. It does set the max score to 23 rather than 24, but I think you're going to have to give up a number somewhere. Now you have a choice whether it's 16 or 24.

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  2. I like it and I think I would rather give up the 24. Some have pointed out that a 16 is attainable through skill selection, etc. but I just don't feel it is "right" being unable to roll a natural 16.

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