No Love for stat rolling?


Pathfinder First Edition General Discussion

301 to 350 of 439 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | next > last >>

I actually recently was bored enough to roll 4d6 drop the lowest here on the forums (didn't end up posting-- thread was a necro and I didn't notice until I had spent aeons sitting there fiddling with dice) and ended up with a character with 11 17 17 18 17 15. 64 point buy.

There's no point to rolling if the GM would make me re-roll-- that argument feels a lot like the "Can God make a rock so big he can't lift it" argument, but I think it's pretty valid. Can the GM roll a stat line so bad that even he wouldn't let himself re-roll it?

I can think of a few Paladin, Monk or Magus builds that could take this stat line and be double absurd.

I personally love rolling. It's in the spirit of a lot of games I play in-- and it makes a lot of games, like Warhammer, a lot more fun when you roll a character who is amazingly good. If everyone in the group is okay with being the b%$~@, then that's fine. But all it takes is one person who wanted to be the star rolling a b!#++ stat line to ruin the entire game.


Andrew R wrote:
thejeff wrote:
cattoy wrote:
kyrt-ryder wrote:


I chose to be a half-orc
Actually, your daddy and your mommy chose for you to be a half-orc...
that imply very ugly backstory
Hey sometimes the adventurers's mercy for the orc lord's harem can lead to love......

that ugly backstory is that the mother and father were powergamers? (another joke)


ElCrabofAnger wrote:

All dice rolling methods can be statistically equated to a point buy method. So what we're really seeing here is that regardless of the methods the group must agree on an acceptable level of statistical power for starting characters.

The only real difference between the two methods is this question:

Do you like to gamble with your stats, or not?

That's it right there, that's the only difference. Any other perceived differences between the methods are red herrings; they are completely irrelevant. Yes, the random methods allow for more diversity, also known as randomness, but that goes right back to the only real difference, which is if one likes to gamble or not.

Casinos love gamblers, but they do not like to gamble. That's why the odds are always stacked in favor of the house. Casinos spend millions to be sure that the odds are always in their favor, and they make money doing it. There is something basic in human nature that gambling appeals to, and there's nothing wrong with that in the context of the game, which is all one big crap shoot anyways (given the number of rolls made over the length of a campaign). Remember, though, that Las Vegas wasn't built on the dreams of winners.

Remember that when you devise a method to roll dice for statistics, what you are saying is that you like to gamble. If you build in methods such as rerolling 1's or adding extra dice to the mix, what you are saying is that you like to gamble but want to limit your losses, also known as guaranteeing a a minimum level of baseline stats.

When you prefer point buy you are saying you do not like to gamble. When you set the amount of points, you are saying that you want to guarantee a minimum level of baseline stats.

I've said a couple of times on this thread, though not quite in those words, I don't like point buy and I don't like to gamble.

I don't particularly want a high-powered game. I definitely don't want stats much above or much below the rest of the party.

But I don't like the way point buy makes me think about stats. I don't want to decide whether to drop my dump stats a couple more points to boost a core stat. When you have an set of numbers to work with, your dump stats don't really affect the core. The high numbers go where you need them and the others can be assigned for character reasons without worrying about making yourself weaker.

I'd probably be happy just using the elite array or something similar, but I do want some variation between characters. I'm tempted to write a dice rolling program that rerolls until it matches the desired point buy.

Shadow Lodge

The love in here is sickening. Get back to fighting!

Silver Crusade

Pathfinder Adventure Path Subscriber
TOZ wrote:
The love in here is sickening. Get back to fighting!

*cuddles TOZ*

Shadow Lodge

Gorbacz wrote:
TOZ wrote:
The love in here is sickening. Get back to fighting!
*cuddles TOZ*

I brought the lotion.


TOZ wrote:
Gorbacz wrote:
TOZ wrote:
The love in here is sickening. Get back to fighting!
*cuddles TOZ*
I brought the lotion.

i have the camera

Silver Crusade

Pathfinder Adventure Path, Starfinder Adventure Path Subscriber

When I first started in 3.0, we used 4d6 drop the lowest. Those who got low stats felt constantly overshadowed by those with higher stats. If 4 out of 6 people are unhappy then something is wrong.

We decided instead to go with an Array. Each of 6 players would roll 4d6, and drop the lowest. That was the array, arrange as desired and add racials.

Now I just use my odd array: 17, 15, 13, 11, 10, 9. Players are on equal footing and racial choices are meaningful (an elf and dwarf with stats arranged in the same order will be quite different).


DM_aka_Dudemeister wrote:
We decided instead to go with an Array. Each of 6 players would roll 4d6, and drop the lowest. That was the array, arrange as desired and add racials.

That's what our group does. The RotRL crew I'm currently GMing for are all rocking 17, 16, 15, 14, 11, 11.


1 person marked this as a favorite.

I'm seeing a lot of confusion over point buy vs random, game theory and design decisions in general. So in the interests of understanding instead of offering my opinion (a very strong opinion at that), I offer research material.

First of all I would suggest reading the RPG Design Patterns. Specifically the Point Spend Attributes and Random Attribute sections. Many of the entries were compiled from knowledge gleaned from an indy RPG forum called "the forge".

Bringing us to "the forge". If you are into theory, there is no other place like it. The archive is a treasure trove of very carefully reasoned and thoroughly argued RPG design tropes. I suggest starting with the glossary, then reading the archive. The RPG Theory forum is mostly about how each rule impacts the game as a whole and why you would choose each and every rule while the GNS Model Discussion forum separates play styles and allows a designer to better compile individual rules to match a specific flavor or flow of the game.

I hope this helps reduce some of the more antagonistic banter by providing a common framework to hinge our discussions on in the future.

the forge glossary wrote:

Powergaming

A potentially dysfunctional technique of Hard Core Gamist play, characterized by maximizing character impact on the game-world or player impact on the dialogue of play by whatever means available

I'm having a difficult time finding the essay on Gamist play but it's in there if anyone is interested, I was going to go on but life calls me away from the internet.

Happy gaming everyone.


Have any here considered the following method? Bobchuck explained it back in May in a similar forum. With this method all characters end up with the same point buy total, but dice play a role in how the points are concentrated and distributed. Basically - before using the point buy method, use 1d4+6 to deterimine the minumum score for each ability. More high rolls = greater distribution of stats. Lower rolls = freedom to emphasize one stat at the expense of others.

Here is the method...

BobChuck May 13, 2010, 02:45 PM wrote:

I like the method that my last GM and I came up with. It's basically "point buy rolling".

He likes the idea of rolling stats (in order), because it can lead to neat stat arrangement and wacky fun. I hated the idea of rolling stats, because you are far more likely to get horribly screwed than you are to get something super awesome, and having one person with super awesome stats while you have crap stats is not fun.

So we, through multiple iterations, eventually settled on a compromise that we both liked.

1) Roll 2d4+6, in order. These are your "starting" stats, and you cannot subtract from them (except through race, which isn't applied yet).
For example: 13, 11, 9, 12, 10, 11.

2) Go through point buy normally, but using your starting stats as the minimum value.
For Example: say 15 point buy. The base stats are good for any melee guy, though the Int suggests a class that could use skills more than a Fighter. Lets go with Barbarian, raise Dex to 12, Con to 14; checking the totals, that's 2+5+2+0+1=10, plus at least 3 for the 13 str. Unfortunately, there's only 2 points left, which need to go into strength, so the final character looks like 14, 12, 14, 12, 10, 11 - functional for a barbarian, but not min-maxed, with a little chaos thrown in.

3) apply race, levels, class, etc etc.


Braggal wrote:

Have any here considered the following method? Bobchuck explained it back in May in a similar forum. With this method all characters end up with the same point buy total, but dice play a role in how the points are concentrated and distributed. Basically - before using the point buy method, use 1d4+6 to deterimine the minumum score for each ability. More high rolls = greater distribution of stats. Lower rolls = freedom to emphasize one stat at the expense of others.

Here is the method...

BobChuck May 13, 2010, 02:45 PM wrote:

I like the method that my last GM and I came up with. It's basically "point buy rolling".

He likes the idea of rolling stats (in order), because it can lead to neat stat arrangement and wacky fun. I hated the idea of rolling stats, because you are far more likely to get horribly screwed than you are to get something super awesome, and having one person with super awesome stats while you have crap stats is not fun.

So we, through multiple iterations, eventually settled on a compromise that we both liked.

1) Roll 2d4+6, in order. These are your "starting" stats, and you cannot subtract from them (except through race, which isn't applied yet).
For example: 13, 11, 9, 12, 10, 11.

2) Go through point buy normally, but using your starting stats as the minimum value.
For Example: say 15 point buy. The base stats are good for any melee guy, though the Int suggests a class that could use skills more than a Fighter. Lets go with Barbarian, raise Dex to 12, Con to 14; checking the totals, that's 2+5+2+0+1=10, plus at least 3 for the 13 str. Unfortunately, there's only 2 points left, which need to go into strength, so the final character looks like 14, 12, 14, 12, 10, 11 - functional for a barbarian, but not min-maxed, with a little chaos thrown in.

3) apply race, levels, class, etc etc.

Did BobChuck have a solution for what happens if your starting min stats were beyond the point buy limits for the campaign?


cattoy wrote:
Braggal wrote:
Have any here considered the following method?
Did BobChuck have a solution for what happens if your starting min stats were beyond the point buy limits for the campaign?

I didn't see another post. But I would just have the players remove points selectively until they get to the point buy limit. It is not a fully random process anyway.


Braggal wrote:
cattoy wrote:
Braggal wrote:
Have any here considered the following method?
Did BobChuck have a solution for what happens if your starting min stats were beyond the point buy limits for the campaign?

I didn't see another post. But I would just have the players remove points selectively until they get to the point buy limit. It is not a fully random process anyway.

So, the GM sets a point buy limit, then the players roll anyway to set a baseline, then they add or remove points in order to reach the point buy limit.

Looks like BobChuck's methods merges the worst of both worlds to me.


Pixel Cube wrote:
Braggal wrote:
cattoy wrote:
Braggal wrote:
Have any here considered the following method?
Did BobChuck have a solution for what happens if your starting min stats were beyond the point buy limits for the campaign?

I didn't see another post. But I would just have the players remove points selectively until they get to the point buy limit. It is not a fully random process anyway.

So, the GM sets a point buy limit, then the players roll anyway to set a baseline, then they add or remove points in order to reach the point buy limit.

Looks like BobChuck's methods merges the worst of both worlds to me.

Now that I think about it further, I agree. Just stick to the point buy system and be done with it. Why complicate things further?

Sczarni

it depends on how you do it for me.
if you roll: roll first pick char class after.
If you point buy pick class first.
<<i dont mind either way>>


In an attempt to please everyone.

1st round: All players that want to roll for stats agree (or are dictated to by the DM) on a method and roll their stats.

2nd round: All players that want to point buy take the mean (average) of the random rolls as the number of points and distribute accordingly.

Gamblers get to try their luck.

Discovers get to be surprised.

Creators get to pick.

On a related note I found a discussion on calculating the probabilities of 4d6 drop the lowest over at the xkcd forums. In case we don't have enough math geniuses here to work out the probabilities of the other methods (don't look at me) the xkcd nerds might be able to help you out.

I guess its time for me to chime in with my personal method. For a one off adventure it's pre-gen characters from the book (some book). For a AP style campaign I create and tweak a character for every one of my players. While I try to keep the power levels similar as the DM I will make exceptions for plot reasons, balance reasons (a couple extra points for the monk), and knowledge of my players preferred play styles as well as their propensity for abuse. I also take the time to create a two page character synopsis for each character with a short background, current relationships (both NPC and PC), and goals. I will run a short solo or duo "background adventure" before everyone meets for the first group session.

No I'm not a control freak. I find for new players especially having control over the "casting" (as in acting not spells) leads to quicker character adoption and deeper RP. I can also make sure every player has a well carved out place and nobody gets excluded. Once you get your character you are responsible from that point forward. If you want to change your goals/friends/contacts/class or anything else all you need is a RP reason and off you go. Though I have gotten lucky and not a single player has been unhappy with my system yet, I know it is far from fool proof.

If I ever get the opportunity to play with an experienced group, I wouldn't even bother with assigning a stat generation method. Instead just make up your own stats (or roll or whatever) and everyone at the table would discuss each others characters until conciseness was reached.

Silver Crusade

Forlarren wrote:

In an attempt to please everyone.

1st round: All players that want to roll for stats agree (or are dictated to by the DM) on a method and roll their stats.

2nd round: All players that want to point buy take the mean (average) of the random rolls as the number of points and distribute accordingly.

Well, it could work. You just have to make sure the "average" points isn't one player with awesome scores and two with ridiculously low scores.

Quote:
I guess its time for me to chime in with my personal method. For a one off adventure it's pre-gen characters from the book (some book). For a AP style campaign I create and tweak a character for every one of my players. While I try to keep the power levels similar as the DM I will make exceptions for plot reasons, balance reasons (a couple extra points for the monk), and knowledge of my players preferred play styles as well as their propensity for abuse. I also take the time to create a two page character synopsis for each character with a short background, current relationships (both NPC and PC), and goals.

No offense intended, but I sure wouldn't touch your games from a 10 foot pole if I'd have to pick a pre-generated character instead of creating one, especially if your idea of "balance" differs from mine (extra points for the monk is cool for a vanilla one, but unnecessary overkill with the good archetypes and feats, especially since UC).

While I can understand the interest of a deep story and tied characters, I would really prefer the DM to tell me it would be nice to include these details and work with other players so I can come with characters already knowing each other, instead of having to play yours.
I would only feel like I'm playing heroes of someone's novel, and shucks to be me if I don't become what the author intended.


Pixel Cube wrote:
Braggal wrote:
cattoy wrote:
Braggal wrote:
Have any here considered the following method?
Did BobChuck have a solution for what happens if your starting min stats were beyond the point buy limits for the campaign?

I didn't see another post. But I would just have the players remove points selectively until they get to the point buy limit. It is not a fully random process anyway.

So, the GM sets a point buy limit, then the players roll anyway to set a baseline, then they add or remove points in order to reach the point buy limit.

Looks like BobChuck's methods merges the worst of both worlds to me.

I thought, based on this: "Roll 2d4+6, in order. These are your "starting" stats, and you cannot subtract from them (except through race, which isn't applied yet)"

that you couldn't subtract from the baseline stats, barring racial adjustments.

Silver Crusade

cattoy wrote:

I thought, based on this: "Roll 2d4+6, in order. These are your "starting" stats, and you cannot subtract from them (except through race, which isn't applied yet)"

that you couldn't subtract from the baseline stats, barring racial adjustments.

I don't like this. I shouldn't be restricted to playing average stats if I want low ones - even if I can't increase something else to compensate.


cattoy wrote:
Pixel Cube wrote:
Braggal wrote:
cattoy wrote:
Braggal wrote:
Have any here considered the following method?
Did BobChuck have a solution for what happens if your starting min stats were beyond the point buy limits for the campaign?

I didn't see another post. But I would just have the players remove points selectively until they get to the point buy limit. It is not a fully random process anyway.

So, the GM sets a point buy limit, then the players roll anyway to set a baseline, then they add or remove points in order to reach the point buy limit.

Looks like BobChuck's methods merges the worst of both worlds to me.

I thought, based on this: "Roll 2d4+6, in order. These are your "starting" stats, and you cannot subtract from them (except through race, which isn't applied yet)"

that you couldn't subtract from the baseline stats, barring racial adjustments.

I think the theory is that you can either subtract or add to reach the point buy limit, not both. If you're over you can subtract, but you can't then subtract more to add to another stat.


I for one love stat rolling. Won't do point buy.

I don't care about equal stats or consistent power level, and prefer the variation. I find that the fixed point pool tends toward a handful of optimum arrays.

As for the re-roll abuse, that's just what it is - abuse. I don't believe in re-rolling till you get stats you like. I do however believe in a pre-agreed minimum for stats that is used as a re-roll threshold (minimum total modifier of x and no stat below n) and using a rolling method that minimizes the likelyhood of falling below that threshold.

That's not to say I don't like point buy in any form. In other systems I have no problem with it. The difference is that the stat range is usually smaller, stats only give positive modifiers, there are few if any minimum stat requirements, and there is usually a way to vary your stat point pool.

I enjoy creating a character around the dice rolls. My character is going to be at the mercy of the dice anyway, so I don't mind them determining my stats. If I want control, I wouldn't be playing a game but writing a story.

RPG Superstar 2008 Top 32

I removed some heated posts (if you don't think someone is worth responding to, then don't.)

I also removed replies to those posts.

I also removed some attempts to bring in forum drama from another forum.


We roll dice because we feel that the 25 point "epic" buy is fairly useless.

The cost per ability score ramps up too much and forces you to dump several things to have a couple of good stats. If there were more points/less cost, we might use PB.

No, we're not going to fiddle with the chart on our own, that's WORK...

Easier to just roll the traditional 4d6, drop lowest, reroll 1s.

In order to avoid the "fifth wheel" situation, we all look at each others rolls, choose one set, and everyone uses those numbers.

So if one of us rolled 17, 16, 16, 6, 10 & 15; we could all generate a character using those numbers. Since we average four players, we usually have a pretty good spread of rolls to pick from.

If someone desperately wanted to use PB, they could, but they'd be alone in doing so and would have to live with it.

Our group has reached a consensus that an 18 is no longer particularly impressive. Given how easy it is to raise or lower stats through various means, we don't consider a 20 (after racial adjustment)at lvl 1 to be awe-inspiring. Monsters/NPCs regularly have stats into the 20s or higher, I'm not going to play a character with a 16 in a main stat just so I can feel good about not taking chances with random die rolls.

For the sake of speed and simplicity, I've run some games where stats are 1d10+8, no re-rolls. But that's mostly so I can feel justified in throwing lots of powerful monsters at the party.


Kuma wrote:
Easier to just roll the traditional 4d6, drop lowest, reroll 1s.

That's about a 30 point buy on average.

Kuma wrote:

In order to avoid the "fifth wheel" situation, we all look at each others rolls, choose one set, and everyone uses those numbers.

So if one of us rolled 17, 16, 16, 6, 10 & 15; we could all generate a character using those numbers. Since we average four players, we usually have a pretty good spread of rolls to pick from.

Wait, you get to try it four times and pick the best set?

<head asplodes>


You know, I'd like to try this method some time.

Players get their choice between the following two options.

Option 1: Roll 5d6 drop the lowest 7 times, take the best 6.

Option 2: Get one 18 stat of your choosing, roll 3d6 for the rest.

See how the party turns out.


Forlarren wrote:


I guess its time for me to chime in with my personal method. For a one off adventure it's pre-gen characters from the book (some book). For a AP style campaign I create and tweak a character for every one of my players. While I try to keep the power levels similar as the DM I will make exceptions for plot reasons, balance reasons (a couple extra points for the monk), and knowledge of my players preferred play styles as well as their propensity for abuse. I also take the time to create a two page character synopsis for each character with a short background, current relationships (both NPC and PC), and goals. I will run a short solo or duo "background adventure" before everyone meets for the first group session.

You sound like you make really amazing characters. I would squeeze my way through a doggie door and escape before I'd let you make mine.


hogarth wrote:
Kuma wrote:
Easier to just roll the traditional 4d6, drop lowest, reroll 1s.

That's about a 30 point buy on average.

Kuma wrote:

In order to avoid the "fifth wheel" situation, we all look at each others rolls, choose one set, and everyone uses those numbers.

So if one of us rolled 17, 16, 16, 6, 10 & 15; we could all generate a character using those numbers. Since we average four players, we usually have a pretty good spread of rolls to pick from.

Wait, you get to try it four times and pick the best set?

<head asplodes>

We have a player who consistently rolls below average. Doesn't even matter if he changes dice. He's like some kind of entropy-sink. So typically it's three rolls that are actually being considered. And yeah, we look over the numbers and decide on which set we all want to commit to. Then we have a beer and talk about poop. It's a bunch of guys relaxing, not trying to earn gamer street-cred.

Shadow Lodge

Kuma, have you considered having each player roll one number each and use that stat line for the whole group? Then you have the lucky players countering the unlucky players.

kyrt-ryder wrote:

You know, I'd like to try this method some time.

Players get their choice between the following two options.

Option 1: Roll 5d6 drop the lowest 7 times, take the best 6.

Did you mean 4d6, or drop lowest 2, or did you mean 5d6 drop lowest?

Because I've done 5d6 drop lowest and it's awesome.


TOZ wrote:

Kuma, have you considered having each player roll one number each and use that stat line for the whole group? Then you have the lucky players countering the unlucky players.

kyrt-ryder wrote:

You know, I'd like to try this method some time.

Players get their choice between the following two options.

Option 1: Roll 5d6 drop the lowest 7 times, take the best 6.

Did you mean 4d6, or drop lowest 2, or did you mean 5d6 drop lowest?

Because I've done 5d6 drop lowest and it's awesome.

Oh wups, I meant 5d6 drop the lowest 2. If I'm giving them 4d6 keep them all I'd be more likely to just give them 4d6 as opposed to 5d6 drop lowest 1 xD.

Shadow Lodge

My 1st level dwarven ranger with a 19 Int was great. :)


TOZ wrote:

Kuma, have you considered having each player roll one number each and use that stat line for the whole group? Then you have the lucky players countering the unlucky players.

No.

Because everyone else tends to roll like normal people, high/low mix, there is real potential for crappy stats if we all just roll one number apiece. And we'd need six players to roll like that, or some people would be rolling multiple numbers while others wouldn't.

It sounds like a fun experiment but not something we'd want to put up with for an entire campaign.


Oh I bet you had fun playing the Dwarven Fantasy version of Sherlock Holmes :P

Sovereign Court

One of our DM's does it this way

Ability generation goes as follows:
- Roll 3d6 for each stat in order STR,DEX,CON,INT,WIS,CHR

- You have a pool of 7 dice that you can pull a single dice from to re-roll any single d6 roll in any of the stats you wish. You take the higher of the existing d6 roll or the re-roll. You can continue to attempt re-rolls to get something higher as long as you have dice remaining in your pool.

- You get one free stat swap. Meaning you can swap the score from one ability with another.

HERO POINTS
You can make additional swap by spending a hero point. (This can only be done once)
You can buy an additional 2 dice for your pool by spending a hero point. (can only be done once)

Here is an example: (say I am trying to create a dwarf Paladin) In this example I didn't use any hero points.
Starting rolls:
STR: 13 (3,4,6)
DEX: 11 (1,4,6)
CON: 14 (4,5,6)
INT: 14 (4,4,6)
WIS: 12 (1,5,6)
CHR: 17 (5,6,6)

Re-Rolls (Using my pool of 7 dice): (I didn't need more dice, but I could have spent a hero point to get 2 more dice in the pool if I wanted)

STR: 17 (5,6,6) Used 2 dice from the pool (re-rolling the 3 and 4 and luckily getting a 5 and 6)
DEX: 16 (6,4,6) Used 2 dice (re-rolling the 1, and getting a 2 then deciding to roll once more and getting a 6)
CON: 17 (6,5,6) Used 1 dice (re-rolling the 4 and lucking out with a 6)
INT: 14 No reroll
WIS: 15 (4,5,6) Used 2 Dice (re-rolling the 1 and getting a 3, rolling again and getting a 4)
CHR: 17 No reroll

Used the free swap to swap stats (Dex and Wis) then applied Dwarf stat mods (+2
Con, +2 Wis, -2 Chr).

Final:
STR: 17
DEX: 15
CON: 19
INT: 14
WIS: 18
CHR: 15

Shadow Lodge

Kuma wrote:
Because everyone else tends to roll like normal people, high/low mix, there is real potential for crappy stats if we all just roll one number apiece.

Can we clarify this please? Because I read that as 'I only like rolling for stats if there is no potential for crappy stats'.

kyrt-ryder wrote:
Oh I bet you had fun playing the Dwarven Fantasy version of Sherlock Holmes :P

Well, full disclosure, his second level was wizard, aiming for eldritch knight. We finished the first module of Crimson Throne without killing any of our enemies. Non-lethal FTW!


hogarth wrote:
Kuma wrote:
Easier to just roll the traditional 4d6, drop lowest, reroll 1s.
That's about a 30 point buy on average.

Actually it's not. You must be disregarding rolls of 3-6. Using a continuation of the general trend (with the exception of +0 modifiers) that to jump to the next modifier in either direction, you either add or subtract that modifier's value in points (ie, a 8 down to a 7 is -2 points, and 7 is a -2 modifier; 15 up to a 16 is 3 points, and 16 is a +3 modifier), I got the point values for the 3-6 range being 3 (-16 points), 4 (-12 points), 5 (-9 points), and 6 (-6 points). adding these values to the table and multiplying the point value by the likelihood to get them, nets you a bit over 3 points per stat, or just under 20 point buy, (which might I add is actually more points than the mean value in each stat, and is just about the points for the most likely value in each stat.)

I'm not going to argue that the chance to get a ridiculous point buy is still there, but there's also the chance to get a rediculously low point buy as well.

On an unrelated, and hopefully less controversial note, anyone who does/has done stat rolling in their campaign, has anyone tried the Dice pool method? It looks like it could be interesting.


Reroll 1's, without a note that you keep the reroll whether or not it's a 1, means you CAN'T come up with 3-5. Rolling a 6 becomes every bit as unlikely as rolling an 18.


kyrt-ryder wrote:
Reroll 1's, without a note that you keep the reroll whether or not it's a 1, means you CAN'T come up with 3-5. Rolling a 6 becomes every bit as unlikely as rolling an 18.

My bad, It said Traditional, so I missed the reroll 1s thing. Then yeah. That's probably accurate.


Point buy is the only balanced and fair way to go when generating stats. You say point buy helps munchkins I think that you're lying. Any DM that is dumb enough to allow people to roll is setting themselves up for extremely inconsistent stats. If any DM forces me to roll I'll agree to it and use my carnival dice in pathfinder. They are weighted for 3,4, and 6's. That is reroll 1 one and 4d6 drop lowest. This generates point buy roughly equal to around 30 to 40. Do I use them for in game combat usually? No, however sometimes you just have to make a point to a DM that thinks rolling stats is fair. Some people can get 5 point buys to 45 point buys. Do you know how bad it feels to get your highest stat as a 13?

1 to 50 of 439 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | next > last >>
Community / Forums / Pathfinder / Pathfinder First Edition / General Discussion / No Love for stat rolling? All Messageboards

Want to post a reply? Sign in.