I have recently discovered the game Knave, by Ben Milton from the Questing Beast youtube channel, and I find the state generation procedure pretty interesting. I’m thinking of implementing it in some of my 5e games. I’m curious on the effect this can have on the game balance and the feel from the player’s point of view. Especially since my players are not used to old-school habits like rolling for stats.
The system from Knave.
When creating a PC, roll 3d6 for each of their abilities, in order.
The lowest of the three dice on each roll is that ability’s bonus. Add
10 to find its defense. After you’ve finished rolling, you may
optionally swap the scores of two abilities. Example: You roll a 2, 2,
and 6 for Strength. The lowest die is a 2, so your PC’s Strength has a
bonus of +2 and a defense of 12. Repeat this process for the rest of
The implementation for 5e, the same example would yeild a bonus of +2 and a score of 14 to match. The defense mentionned in the quote is the equivalent of a Take10 and it is used as the spellDC and the score in the context of Knave. I would not port this concept to 5e.
I’m especially looking for experience on a similar system for a D&D-like game, especially 5e itself, or from playing Knave itself. Or a more system-focussed analysis for 5e.
When comparing, you can assume that no character will live to Lvl8 and I would only allow Standard-human or variant-human (unsure which, probably the same for everyone).
And if a player is lucky enough to get triple-6, I am willing to let him bypass the maximum of 20. But ASIs or race could not go above 20.