I had the players use a fairly standard system to make characters. They rolled stats in order, rolling 4d6 and keeping the sum of the highest 3. I also let them roll five characters total and keep one to play and one as a backup. This seemed to me middle-of-the-road in terms of how brutal the odds stacked against the characters, and even with the allowance of a pool of characters to choose from, less easy-going than just about any method that lets players arrange stats to their liking afterward.
In this first of three posts, I present the breakdown of what your chance is to be which character, according to a million simulated stat lines and using the method of rolling 4d6, keep the highest three, stats rolled in order. Here are the numbers looking strictly at class.
|Class||% chance of eligibility|
And here is what it looks like listed by class and race. This gives the chance at every possible character.
|Character type||% chance of eligibility|
Glaringly obvious findings:
- You have just a 1.4 % chance of being a paladin, and though you are twice as likely to be eligible to be a gnome illusionist, the odds are against you in a big way for either.
- The monk is the rarest of characters.
- I can dispell any doubt I had as to whether I was being a softy GM for giving the players five stat lines to choose from.
If you have other thoughts or insights, please share them in the comments!
Stay tuned next week for the next in the series of posts! My friend expands the inquiry to compare various popular methods of character generation presented in the 1e Dungeon Masters Guide.