The methods were determined as follows:
- Method 0: 3d6 in Order clearly
- non standard, but used by some
- Method I: 4d6, Arrange to Taste. Lowest die dropped.
- Method II: 3d6 is rolled 12 times, top 6 retained, arrange to taste
- Method III: 3d6 is rolled 6 times for each score, best roll taken.
- For this method, the player cannot arrange the scores as desired.
- Method IV: 6 characters are arranged by 3d6 in order. Best character chosen.
- For this method, user input is needed to pick the "best" character. Because of this, it was repeated 10 times (once for each class) with criteria of choosing as follows
- First: Does the Class Qualify
- Second: Is the Prime Requisite High
- Third: Is the secondary prime high (for assassin, dex was chosen first, then strength, for example)
- For this method, user input is needed to pick the "best" character. Because of this, it was repeated 10 times (once for each class) with criteria of choosing as follows
- Method V: xd6, Pick best 3 for each score, based on class
- From UA, repeated for each class
Summary Part 1: The "average highest score" table. In this table, Method I-V are presented, as well as "Method 0" (3d6) and Method Ib (4d6, reroll 1s, keep 1 on re-roll). The numbers presented are the change a character has of having X as their highest score. For example, with method 1, a character has a 9.34% having an 18 as their highest score, while a 20.83% chance of having a 17 as their highest score, while 1.49% of characters had no score higher than 12.
| Ability Score | Method 0 | Method I | Method Ib | Method II | Method III | Method IV | Method V |
|---|---|---|---|---|---|---|---|
| 3 | 0.000 | 0.000 | 0.000 | 0.000 | 0.000 | 0.000 | 0.000 |
| 4 | 0.000 | 0.000 | 0.000 | 0.000 | 0.000 | 0.000 | 0.000 |
| 5 | 0.000 | 0.000 | 0.000 | 0.000 | 0.000 | 0.000 | 0.000 |
| 6 | 0.000 | 0.000 | 0.000 | 0.000 | 0.000 | 0.000 | 0.000 |
| 7 | 0.000 | 0.000 | 0.000 | 0.000 | 0.000 | 0.000 | 0.000 |
| 8 | 0.020 | 0.000 | 0.000 | 0.000 | 0.000 | 0.004 | 0.000 |
| 9 | 0.190 | 0.003 | 0.000 | 0.000 | 0.000 | 0.050 | 0.000 |
| 10 | 1.490 | 0.004 | 0.001 | 0.028 | 0.000 | 0.316 | 0.000 |
| 11 | 4.370 | 0.280 | 0.023 | 0.356 | 0.001 | 1.365 | 0.000 |
| 12 | 10.810 | 1.490 | 0.260 | 2.331 | 0.009 | 4.239 | 0.005 |
| 13 | 17.340 | 5.400 | 1.670 | 9.293 | 0.165 | 10.194 | 0.068 |
| 14 | 20.980 | 13.400 | 6.900 | 19.244 | 1.214 | 17.769 | 0.696 |
| 15 | 20.230 | 22.640 | 17.740 | 25.407 | 6.745 | 23.706 | 4.163 |
| 16 | 13.790 | 26.690 | 28.820 | 23.242 | 22.052 | 22.352 | 17.218 |
| 17 | 7.810 | 20.830 | 26.860 | 14.727 | 37.931 | 14.532 | 36.416 |
| 18 | 2.970 | 9.340 | 17.730 | 5.392 | 31.882 | 5.472 | 41.435 |
Summary Part 2: Average scores...
| Method | Average | StD |
|---|---|---|
| Method 0 | 10.50 | 2.97 |
| Method I | 12.24 | 2.85 |
| Method Ib | 13.20 | 2.57 |
| Method II | 12.74 | 0.98 |
| Method III | 14.28 | 2.36 |
| Method IV | 11.21 | 1.21 |
| Method V | 14.12 | 0.96 |
Summary Part 3: the summary of class availability by method...
| Class | Method 0 | Method I | Method II | Method III | Method IV | Method V |
|---|---|---|---|---|---|---|
| Cleric | 74.07 | 100.00 | 99.99 | 99.99 | 99.99 | 99.91 |
| Druid | 3.47 | 78.33 | 68.13 | 44.23 | 24.87 | 75.10 |
| Fighter | 67.21 | 100.00 | 99.99 | 99.99 | 97.88 | 99.88 |
| Paladin | 0.10 | 25.06 | 18.77 | 11.95 | 0.88 | 31.91 |
| Ranger | 0.18 | 30.56 | 34.09 | 26.56 | 1.78 | 49.69 |
| MU | 74.07 | 99.99 | 99.99 | 99.99 | 99.99 | 99.91 |
| Illusionist | 1.50 | 35.66 | 24.29 | 17.45 | 4.17 | 44.24 |
| Thief | 74.07 | 99.99 | 99.99 | 99.99 | 99.99 | 99.91 |
| Assassin | 7.03 | 99.18 | 99.40 | 80.85 | 53.67 | 86.41 |
| Monk | 0.04 | 13.65 | 9.16 | 12.11 | 0.37 | 31.05 |
Method III increases the average score by a good bit, but actually decreases the availability of classes compared to method I, interestingly enough
100% is really 99.99.., just got rounded to 100 by the spreadsheet
Also of interest, a histogram (distribution) of dice results. For 4d6 through 9d6, it was "pick best 3". These are distributions of a single dice set, not of a characters ability scores for any given method (though a Method 0, I, or III character would match the appropriate curve.


