
Rogar Valertis |

I pair my players up then I start naming numbers. In each couple players need to compete against one another to get their number. So, in order to get a natural 18 they may very well be asked to kill their opponent/friend.
This way, we weed out the weak.

Atarlost |
2 people marked this as a favorite. |
Another chargen thread? I guess it's time to repeat myself. There's a link to the original post in context at the bottom of each spoiler. The threads linked also have a lot of discussion on the topic that occurred during the six freaking years between the death and reanimation of this thread.
First, unless you only roll one stat array someone gets the "fun" of playing bad stats while someone else gets good stats. Stat array envy is not fun.
Second, where do you put your crappy stats? You can't put them in strength. It's hard enough to equip someone with average strength. A 9 might be viable for a full arcanist, but below that you're in serious encumbrance trouble. This was written pre-ACG and I used arcanist as a term for full arcane casters. You can't put a bad roll in dex, you need it for AC or touch attacks. You can't put a bad roll in con, you'll have no HP. You can't put a bad roll in any of the mental stats without roleplaying ramifications. There's a reason PF doesn't allow dumps below 7 and 3.x didn't allow dumps below 8 and it's not just to limit the prevalence of adventurer's autism. Stats as low as are common with 3d6 are more likely to engender old fashioned player-PC disconnect than good roleplaying.
4d4+2 or 6d3 are maybe viable. They would cut off the low end and reduce variance so you get average characters instead of a bunch of village idiots and a Raistlin clone. 2d6+6 gives the 3.5 stat buy minimums but is higher variance.context
...most people have a set of concepts they'd like to play that does not encompass all stat arrays.
Some people like playing wizards. There's only one stat for that. Sometimes they want a change to a fighter derivative because they want a more relaxed game. All of those want basically the same array. This was written when there were not good dex to damage options
Sometimes you're playing an undead heavy game and your cleric just died and if you don't replace it with another cleric* it's fate worse than death time.
* Oracles casters cannot handle high variety condition removal and witches cannot channel positive energy to deal with incorporeal undead and haunts.
context
Let's look at some examples. One with a specific generally reasonable build in mind, one aiming for a MAD class, and two aiming for more general character types.
Alice wants to play a mad bomber alchemist because it sounds fun. She wants int and dex and doesn't dare dump wisdom. Bob wants to play a monk. He needs medium good stats in a bunch of places but no stand outs. Charlie likes wizards, but will settle for sorcerer. He wants one stat and while he prefers it to be int he can have it in any mental stat thanks to the wildblood archetype. Deborah likes melee. She has a lot of options, but none of them are single stat.
Roll In Order: Alice is almost certainly fumbling for plan B for lack of one of her desired stats. Bob might potentially get adequate stats for a marginal monk because they're independent variables, but probably not. Charlie has a decent chance of getting a high stat in one of the mentals, but if he doesn't he's out of luck. Deborah is pretty flexible, but some stat arrays can still stymie her.
Roll And Arrange: Alice needs a two good stat array with at least one non-dump. Reasonably possible, but not certain. Bob needs a four medium stat array. Less likely but still possible and better than with RII. Charlie needs one good stat. He's about as well off as Bob. Deborah needs to have one good and one medium stat. She's probably going to find something.
Single Random Array: Unless it's a stellar array one of Bob and Charlie will be dissatisfied.
Elite Array: Bob is out, he needed two dumps at 15 point buy. Everyone else can manage.
Point Buy: Everybody's able to make their character, though Bob will have problems at low point buy.
Proposed Point Buy With Partial Randomization: Alice and Charlie are gambling on where their high stats land . Bob might be able to manage if the point buy is high enough to slap 13s in everything. Deborah is going to probably have to risk two low stats to get enough good stats to be confident of getting a decent spread and if they both wind up in strength and dex or one winds up in constitution she's going to be miserable.
TL;DR Only with high point buy can everyone play what they want. Second best is low point buy which leaves monks and similarly MAD concept builds out in the cold.
context
Bob wants to play a barbarian. He needs a big strength and pretty good con with dex and wisdom secondary.
Clarice wants to play a wizard. The only stat that really matters is int, though she wouldn't mind having okay stats for dex and con and a wisdom below 6 or con below 10 would start to get worrisome.
Doug wants to play Errol Flynn. He needs lots of dex and everything else at least mediocre. He could dump dex, but you can't be a dashing swashbuckler with dumped dex.
Everyone has arrays that are unsuitable for their characters while not actually being low. Straight 13s would suck for anyone while being an 18 point buy. 17 17 7 7 7 7 is a 10 point buy that Clarice can live with, but nobody else.
The only way an array can be good for Alice, Bob, and Clarice and Doug is if it's something absurd like 16 14 14 14 14 10 10: a 30 point buy.
Point Buy is not going to support Doug unless everyone else is broken. He's just chosen an iconic yet terribly supported character concept. Low point buys hurt Alice the worst and Clarice the least. High point buys increase GM stress unless he'd homebrewing from scratch anyways.
I can see a couple of possible solutions:
Split point buy as mentioned above, except the players don't get to choose which stat group gets the 15 and which the 10. 15 is always physical and 10 mental because physical characters need all physical stats* while mental characters usually need only one mental stat and can dump the others if not with impunity at least without great difficulty. It's actually impossible to get an 18 at 10 point buy across 3 stats,** which helps keep casters under control.
Choice of arrays. You can probably come up with a high array for Alice and Doug that Bob and Clarice wouldn't want and a low array with a strong primary stat and maybe a couple 13 or 14 secondaries and three 10 or less low stats that will serve Bob and Clarice but wouldn't do for Alice and Doug.
*Some can leave dex at 10, but dumping it is hazardous, nobody can dump con, and only monks using agile weapons or amulets can dump strength if encumbrance is enforced.
** 18 7 7 is 9 and 18 8 7 is 11. If you require exactly 10 point buy the best high stat is 17, which prevents multiple dumping.
context

thejeff |
2 people marked this as a favorite. |
Another chargen thread? I guess it's time to repeat myself. There's a link to the original post in context at the bottom of each spoiler. The threads linked also have a lot of discussion on the topic that occurred during the six freaking years between the death and reanimation of this thread.
why a single array isn't satisfactory unless it's absurdly high:
This is why I like the "Roll X sets of stats. Let everyone use which ever set you prefer." No one's getting screwed. You're likely to get both good SAD and MAD arrays. If you feel the need you can ramp up the process for rolling the array by any of the usual methods, but there's much less need to, since you've already minimized the chance of getting stuck with bad rolls.

HeHateMe |

Atarlost wrote:Another chargen thread? I guess it's time to repeat myself. There's a link to the original post in context at the bottom of each spoiler. The threads linked also have a lot of discussion on the topic that occurred during the six freaking years between the death and reanimation of this thread.
why a single array isn't satisfactory unless it's absurdly high:
This is why I like the "Roll X sets of stats. Let everyone use which ever set you prefer." No one's getting screwed. You're likely to get both good SAD and MAD arrays. If you feel the need you can ramp up the process for rolling the array by any of the usual methods, but there's much less need to, since you've already minimized the chance of getting stuck with bad rolls.
Good idea, what you describe is the only type of rolling for stats that I would willingly do.

master_marshmallow |

thejeff wrote:Atarlost wrote:Another chargen thread? I guess it's time to repeat myself. There's a link to the original post in context at the bottom of each spoiler. The threads linked also have a lot of discussion on the topic that occurred during the six freaking years between the death and reanimation of this thread.
why a single array isn't satisfactory unless it's absurdly high:
This is why I like the "Roll X sets of stats. Let everyone use which ever set you prefer." No one's getting screwed. You're likely to get both good SAD and MAD arrays. If you feel the need you can ramp up the process for rolling the array by any of the usual methods, but there's much less need to, since you've already minimized the chance of getting stuck with bad rolls.
Good idea, what you describe is the only type of rolling for stats that I would willingly do.
We do something similar.
I like making the characters first based on arrays then having the players decide which build is getting played by whom.

Cole Deschain |

Roll 4d6, drop lowest, six times. Assign as you see fit.
If you roll straight 6s, you get a 19. If you roll straight 1s, you get a 2.
Lower numbers may always be selected in the name of conceptual tweaking- sure, playing someone with 18, 18, 16, 15, 14, 14 is insanely good on the mechanical end, but it can actually be surprisingly dull.
You can mulligan if your net ability scores would generate a negative number.
No maximum stat cap, no minimum stat basement.

LuniasM |

Up until recently we went with 20-pt buy, which was fine but ultimately repetitive. For Wrath we did something sort of convoluted:
* Roll in order from STR to CHA
* 4d6 drop lowest
* Reroll your lowest result
* You may switch one of your scores
The first player ended up rolling an insane array with multiple 17s and 18s, so we altered it to the following:
* Roll in order from STR to CHA
* 4d6 drop lowest
* Reroll your lowest result
* Once both players have rolled, take the average of each rolled stat. All players use the resulting array.
* You may switch one of your scores.
The additional step prevented one player from having godlike stats and overshadowing everything, and since we only had 2 people the resulting array was still far above average.
Once I started making NPCs I rolled an entire page of stats using the first method. Point-buys which are roughly equal to the PCs got marked, and arrays which were absolutely ridiculous were set aside for BBEGs.

master_marshmallow |

Interesting discovery: the Elite array is [15 14 13 12 10 8] which results typically in an NPC whose CR is equal to its HD (level)-1.
The Advanced Simple template gives an array of [17 16 15 14 12 10] and yields an NPC whose CR equals a PC of its HD (level).
Conclusion: Point-Buy is a lie, the "One True Way" has been incorporated into the CR system since before the game even existed.
math
13+10+7+5+2=37 PBE
An argument can be made for equipment once WBL scales enough to where the statistics are no longer based on stats (because BAB, CL, WBL, etc have dwarfed the values of stats).
The power levels of 'high' stats really matters most in the early levels, when NPCs have roughly close to the same wealth as PCs.
If I were to base any kind of array as being designed for PCs to have fun, I'd stick with 37 Point-Buy or use the adjusted array. Personal choice, tables may vary. Sometimes playing underpowered characters can be what makes them interesting.

Bandw2 |

This is strange, I haven't been here for a while and decided to come and post how my crazy ability score generation method is doing and here's a thread at the top of the page.
My method? let the player's choose their ability scores, just whatever they feel is right for their character. This has so far (with people being able to view each other's characters mind you) lead to no noticeable differences in power level.
A fighter who also wants to have intelligence isn't that much more powerful than a fighter without it, a Monk who needs many ability scores to even be on the same level of the fighter also doesn't gain anything by being tied to point buy system or array.
If you know your character will never make melee attacks it's also completely fine for him to basically have no strength, especially if they're a magic users or use a bag of holding.
Like if everyone has 18s in all stats almost every class is equally powerful as well, hell some classes with 18 in all stats are just as good as some classes who only have a single stat at 18.
Basically the player's being able to directly manage their power levels removes any sort of problem from any other system, the players always set them selves up at roughly the same power and no one actually seems to think all 18s would actually be fun, so you end up not only with classes always have decent stats for their class but also characters not needing to dump stats if they don't want to because they want to play a certain type of character.
A fighter who has high charisma and intelligence is no longer by definition doing it wrong, and you can now play that nobleman type character who is well rounded at combat of the sword and combat of the mind.
edit:
I too will be moving to 'players assign scores as they see fit'. Randomness is for actual play.
oh ho oh, you were the one I was actually thinking of when I decided to report back to the forums. At least I think it was you that asked me to tell you how it went when I said I was going to be doing this method. Well it;s 3 or so campaigns later, and it has worked wonderfully.
just to point this out, i'm finally not GMing a campaign and am currently running a support caster who has 6 strength. Why? because I thought that's be what my character has.

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oh ho oh, you were the one I was actually thinking of when I decided to report back to the forums. At least I think it was you that asked me to tell you how it went when I said I was going to be doing this method. Well it;s 3 or so campaigns later, and it has worked wonderfully.
There are a number of us crazy kids around here. Glad to hear it is working out!

Atarlost |
A split 15/10 physical/mental point buy has a lot of the advantages of arbitrary stats while also putting some brakes on munchkinry.
Not being able to cross-dump limits one sided builds (ie. the stupid, boorish fool and the frail, clumsy weakling). The 10 in mental makes a 18 pre-racial casting stat impossible unless you allow points to be thrown away. You can't actually get more one sided than {17 10 7} or {17 8 8}.
Allowing the split to go either way doesn't cap single stat casters at 17, but still forces characters to be at least somewhat rounded. Forcing the split to favor physical is an anti-pure-caster measure and if you don't think that's helpful it doesn't changed the forced roundedness
There's still an anti-charisma bias for most classes, though, as there will be in any system where there are limited resources and the player has some choice in their allocation.
A 15/15 split is also possible, but higher powered. I believe that due to the removal of mental->physical and physical->mental dumping 15/10 is equivalent in power to a 20 point buy, which is the recommended standard. I'm not sure what's best for 15 point equivalent, probably a choice between 15/5, 10/10, and if you consider the 17 mental limit undesirable 5/10.

MeanMutton |

I would say mine is the point system because you have more flexibility and complete control. One of my favorite aspects of RPGs, whether pen and paper or video games, is the ability to shape my character as much as I can. Whether it be picking skill points, choosing feats or determining how many points I want to spend to raise ‘said’ ability score.
With the roll method, it is too random and you lose a lot of control. “Crap, I rolled a 6, where the heck am I going to put that?” Yes, part of the fun sometimes is roleplaying characters with a low ability score, but it’s no fun when you have 3 stats under 10. And with rolls that can sometimes happen.
How about the rest of you?
When GMing, I like point buy but require that no attribute start below 8 after racial modifiers and don't allow the purchase of an 18.