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1 year ago ::
Feb 07, 2012 - 11:53PM
#11
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Date Joined:
Sep 26, 2001
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My problem with an approach like this is that it, imho, defeats the purpose....the idea behind random stats is to have the characters be different.
An 18 STR/8 INT barbarian is the same as an 8 STR/18 INT wizard, because they use the same array?
Love 4e? Concerned about its future? Join the Old Guard of 4e"You want The Tooth? You can't handle The Tooth!" - Dahlver-Nar. "If magic is unrestrained in the campaign, D&D quickly degenerates into a weird wizard show where players get bored quickly" - E. Gary Gygax
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1 year ago ::
Feb 08, 2012 - 10:53AM
#12
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I think one thing to remember is that in older editions, character creation was a sort of mini-game. Those who prefer it, like this aspect. You rolled FIRST , then decided what class to be. Part of the fun was trying to find a class that fit the dice, or saying "the hell with it" and playing a class with lower than desired stats and making it work. It meant there were parties without clerics not because no one wanted to play one, but because no one rolled the stats to justify becoming one. Roleplaying started at dice rolling: A wizard with 16 str and 11 int...Hmmm...who am I, whats my story, how did THIS happen? Stat boosting items were created in home games well before they showed up in "official" documents as a way to shore up this interesting character...once it became common, and you played the class you wanted with an 18 in its primary stat, THAT is when stat boosting became a problem.
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1 year ago ::
Feb 08, 2012 - 11:32AM
#13
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Date Joined:
Aug 27, 2007
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I think one thing to remember is that in older editions, character creation was a sort of mini-game. Those who prefer it, like this aspect. You rolled FIRST , then decided what class to be. Part of the fun was trying to find a class that fit the dice, or saying "the hell with it" and playing a class with lower than desired stats and making it work.
This largely died with AD&D 1e, where it was possible to change the order of the stats. If you're rolling the stats and have to keep the stats in order, you have to puzzle things out, but if you can change the order, it's just a matter of putting the numbers in order of priority.
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1 year ago ::
Feb 08, 2012 - 11:58AM
#14
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Date Joined:
Mar 26, 2007
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As they seem to be distilling the game down to the 6 Ability Scores (which I am digging), I'm intrigued by a balanced way of rolling (hey, there is that first thrilling experience of rolling scores).
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1 year ago ::
Feb 08, 2012 - 12:24PM
#15
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Date Joined:
Aug 31, 2008
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My system was a crossover between point buy and rolling: You roll for your first stats, and buy the results with points, until you only have one possibility for the rest
I think this is a nice way to involve rolling for stats but still ensure that all players are on even grounds.
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1 year ago ::
Feb 08, 2012 - 12:43PM
#16
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Date Joined:
Aug 14, 2004
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I think this is a nice way to involve rolling for stats but still ensure that all players are on even grounds.
Thanks. The issue with 4e was whether to allow rolls under 8, or more than one under 10. Since individual low stats had nearly no effect (unless you happened to have both stats of the same Defense low, which is easy to avoid unless you are rolling in order, and even then only the higher one matters). I ruled that all stats must be 10+, except for an 8+. Whenever you rolled below the minimum or over the maximum, you re-rolled or assigned the minimum (or maximum) value.
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1 year ago ::
Feb 08, 2012 - 2:16PM
#17
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Have the DM roll once, the 5 players roll once. Everybody uses the same totals for their characters.
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1 year ago ::
Feb 08, 2012 - 3:24PM
#18
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Date Joined:
Aug 26, 2002
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I ran the numbers on a lot of different stat rolling methods a few months ago here- 1d8.blogspot.com/2011/07/stat-rolling-an...Since then, I've thought of a new way that should be very balanced. Everyone roll up 6 stats and combine all the rolls in a list. Example- player 1 rolls- 12 15 16 14 13 11 player 2 rolls- 17 14 14 9 14 15 player 3 rolls- 12 14 9 13 18 14 player 4 rolls- 15 8 8 11 6 11 list- 12 15 16 14 13 11 17 14 14 9 14 15 12 14 9 13 18 14 15 8 8 11 6 11 Now players take turns selecting the stats for their pc from the list. Who goes first? Roll init for it or go with whoever had the highest stat roll. In this case, player 3 goes first because he rolled an 18. Now the trick to this is that the stats picked have to be in order and the same exact 6 numbers can't be picked twice. So considering everyone wants that juicy 18, they might pick stats like this- player 1 picks- 18 14 15 8 8 11 fighter player 2 picks- 13 18 14 15 8 8 rogue player 3 picks- 14 9 13 18 14 15 mage player 4 picks- 12 14 9 13 18 14 cleric
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1 year ago ::
Feb 08, 2012 - 5:21PM
#19
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A stat draft isn't a bad idea. I think it works for more nuanced players once they have learned the ropes a little bit.
"If it's not a conjuration, how did the wizard
con·jure/ˈkänjər/Verb 1. Make (something) appear unexpectedly or seemingly from nowhere as if by magic.
it?" -anon
"Why don't you read fire·ball / fī(-ə)r-ˌbȯl/ and see if you can find the key word con.jure /'kən-ˈju̇r/ anywhere in it." -Maxperson
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1 year ago ::
Feb 08, 2012 - 6:32PM
#20
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Date Joined:
Dec 12, 2003
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I've run the stat draft fairly successfully in a 3.5 campaign. I also had them draft character levels: 4 players got to divide up 6 character levels between them. It gave the option of starting off at a higher level or choosing an LA+ race, but they had to haggle with the rest of the party for the opportunity, typically taking a couple of the lower attribute rolls so that everyone had a chance to be special.
Nowadays I favor DM rolls an array, each player rolls, then each player can choose one of the sets. If there was one super set, everyone could have it. If one had a single high stat and the others didn't, players focusing on a SAD character could choose that one. More balanced sets were more popular with MAD characters. It worked quite well and everyone was happy.
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