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Switch to Forum Live View Proposal for new standard ability generation method
9 months ago  ::  Sep 12, 2012 - 6:04PM #1
epicfreak
Date Joined: Jan 15, 2012
Posts: 193
Since the first thread got completely overrun with unrelated tangents right from the start, I'm starting a new one, this time with a much clearer post on what my goals are here...

Overview:
1. The goal here is to provide a system for generating ability scores that both caters to the random roll and the point-buy options, and eliminates the need for the array option.  Why eliminate the array option?  Because in a balanced system between random roll and point-buy, it's not necessary.  The modifiers produced are always equal which was the goal of the array option.
2. The system is easy to understand and intuitive to use.  This is the reason that 1 point spent is 1 point of ability score.  Having changing values here is unintuitive, at least to someone that has never used such a system before.  It's also much easier if you can simply shuffle points around without having to worry about the conversion rate.  It's also easy to double check, as the total of the values beyond 10 should equal 12.  It's easy to modify too, by simply changing that 12 to a higher or lower value, as you like.
3. The system produces completely balanced results (thus the requirement that your modifers total +6) whether you use the random or point-buy option, so different players can use the same system in the same game.
4. The system produces heroic characters.  You'll notice that no scores go below 10, as quite simply, how heroic is it to be a total weakling or a clumsy oaf?  It's not, that's correct.

*Also note that even if this is the "standard" method of generating ability scores in 5E, there can still be other options like "classic method" (which is 3d6 either in order or arranged as you like), "boosted classic method" (which is 4d6, either in order or arranged as you like), "array method" (which is one of 3 different arrays, depending on the power-level desired), etc. - I am not proposing there not be other methods available in the books, it's your game once it hits your table so do whatever you want, really.  I'm talking about what's used at organized play sessions, what's the assumed "standard party" in the written scenarios, monster design, etc., which is also a method that can, of course, be used at your table if you like.

So, the player chooses either of the following:

Standard Point-Buy Method:
All of a character's ability scores start with a value of 10.  The player has 12 points to spend to improve their ability scores from 10.  Each point spent is an increase of 1 for the score.  The total of the ability score modifiers must also equal +6 after spending these points, not counting any bonuses from race or class.  The maximum value allowed in any score is 18, including any bonuses from race or class.

Standard Random Roll Method:
There will be a chart, which I'll not provide here - so use your imagination, which lists every possible combination of ways one could spend the 12 points on their 6 ability scores, matching the criteria set above.  The player rolls some dice and uses whichever set of numbers corresponds to that roll, effectively doing the math for him.


What you need to do is:
1. Decide if you can live with this as the standard method, even if you ignore the standard method and use one of the optional methods (or modular methods if you prefer that term) instead.  If not, why not?  And "because I said so," "because I prefer something else," and/or "because I don't like it" sort-of answers really are of no use to the thread, provide real, concrete details, please.
2. Are there glaring flaws with the system?  Or did I miss on any of the goals? Again, real, concrete details, please.
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9 months ago  ::  Sep 12, 2012 - 6:30PM #2
BohoMojambo
Date Joined: Aug 6, 2010
Posts: 78
I really quite like it.
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9 months ago  ::  Sep 12, 2012 - 6:46PM #3
DemoMonkey
Date Joined: Feb 19, 2009
Posts: 916
"4. The system produces heroic characters.  You'll notice that no scores go below 10, as quite simply, how heroic is it to be a total weakling or a clumsy oaf?  It's not, that's correct."

Sorry, you state that like it's a universal truth. It's not. Ask any 10 pre-4E D&D players about their favourite character ever and I guarantee 3 of them will tell you about one with a gimped stat that made them fun to roleplay.
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9 months ago  ::  Sep 12, 2012 - 6:53PM #4
Crimson_Concerto
Date Joined: Aug 28, 2005
Posts: 9,993

Sep 12, 2012 -- 6:46PM, DemoMonkey wrote:

Ask any 10 pre-4E D&D players about their favourite character ever and I guarantee 3 of them will tell you about one with a gimped stat that made them fun to roleplay.


What makes you think that 4E players will be any different? People did end up with stats below 10 in 4E, and they were exactly as much fun to roleplay.

As for the method, I think that it sort of misses one of the major draws of rolling randomly, the chance that you'll end up with some spectacularly above average. Without that chance, there's no point to rolling, no point in not just using the point buy to put your ability score right where you want them.

Why, yes, as a matter of fact I am the Unfailing Arbiter of All That Is Good Design (Even More So Than The Actual Developers) TM

Speaking of things that were badly designed, please check out this thread for my Minotaur fix. What have the critics said, you ask?
"If any of my players ask to play a Minotaur, I'm definitely offering this as an alternative to the official version." - EmpactWB
"If I ever feel like playing a Minotaur I'll know where to look!" - Undrave
"WoTC if you are reading this - please take this guy's advice." - Ferol_Debtor_of_Torm
"Really full of win. A minotaur that is actually attractive for more than just melee classes." - Cpt_Micha

Also, check out my recent GENASI variant! If you've ever wished that your Fire Genasi could actually set stuff on fire, your Water Genasi could actually swim, or your Wind Genasi could at least glide, then look no further.

Finally, check out my OPTIONS FOR EVERYONE article, an effort to give unique support to the races that WotC keeps forgetting about. Includes new racial feature options for the Changeling, Deva, Githzerai, Gnoll, Gnome, Goliath, Half-Orc, Kalashtar, Minotaur, Shadar-Kai, Thri-Kreen, Warforged and more!
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9 months ago  ::  Sep 12, 2012 - 6:54PM #5
Hocus-Smokus
Date Joined: Apr 12, 2008
Posts: 7,209

Sep 12, 2012 -- 6:46PM, DemoMonkey wrote:

"4. The system produces heroic characters.  You'll notice that no scores go below 10, as quite simply, how heroic is it to be a total weakling or a clumsy oaf?  It's not, that's correct."

Sorry, you state that like it's a universal truth. It's not. Ask any 10 pre-4E D&D players about their favourite character ever and I guarantee 3 of them will tell you about one with a gimped stat that made them fun to roleplay.




Truth.
Roleplay produces heroic characters.
Higher ability scores produce mechanically-efficient characters.

That being said, I love the work that people are putting into their creative ventures with DDN on the horizon. I have seen some amazing ideas and inventions coming out of the forums lately. I do hope the devs look at these boards from time to time. I wish they were more like the White Wolf devs who frequently hang out on their boards and interact with the members.

In fond memory of Mark "Wrecan" Monack.
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9 months ago  ::  Sep 12, 2012 - 7:02PM #6
DemoMonkey
Date Joined: Feb 19, 2009
Posts: 916
"What makes you think that 4E players will be any different? People did end up with stats below 10 in 4E, and they were exactly as much fun to roleplay."

Wasn't meant as a slam to 4E players. It's only that 4E "bottomed out" at a single score of 8. Also, in 4E having bad stats could mechanically hurt you a lot worse, becuase the math is tighter and less forgiving.

Try playing a 6 Wisdom some time. It's remarkably liberating. *glee*


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9 months ago  ::  Sep 12, 2012 - 7:18PM #7
AbdulAlhazred
Date Joined: Jan 9, 2009
Posts: 10,250

Sep 12, 2012 -- 7:02PM, DemoMonkey wrote:

"What makes you think that 4E players will be any different? People did end up with stats below 10 in 4E, and they were exactly as much fun to roleplay."

Wasn't meant as a slam to 4E players. It's only that 4E "bottomed out" at a single score of 8. Also, in 4E having bad stats could mechanically hurt you a lot worse, becuase the math is tighter and less forgiving.

Try playing a 6 Wisdom some time. It's remarkably liberating. *glee*



Any of us that have played for a few years have been there. It is FUN to have a "6 WIS" or whatever. OTOH it gets old pretty fast to play a character that is basically entirely below par or can't support the concept you happen to be interested in. There's merit in letting the dice tell you what to do, but having an eternal -2 to-hit for 30 levels due to one bad die roll on the first day can eventually feel like it sucks. It COULD get you to work out some interesting concept, but it could also just be a big drag.

Here's another variation we used to use back in the day. Start with 3d6 allocated to each stat, and then add another 9d6, spread as you see fit amongst the various stats. Now roll the dice allocated to each stat, and accept those numbers. You can ALMOST guarantee a high number in 1 or 2 stats, or probably get a decent stat in all 6, and with some luck you can have a really above average character. You can also easily end up with a stat or two that are low. You get most of the advantage of the point systems but you leave in a fairly strong random factor. Sometimes the PC you end up with will be totally different from what you were aiming for. Best of all worlds IMHO.

That is not dead which may eternal lie
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9 months ago  ::  Sep 12, 2012 - 8:03PM #8
Garthanos
Date Joined: Jan 15, 2009
Posts: 17,761
I generally call low stats Parody play...  you can roleplay as though you were very impaired but remember the paradigm the less competant you are Jarjar the more that providence protects you. In my sig I have a Joxer character he is an incompetant fighter well actually he isnt mechanically incompentant but a bit divers, however his flavor is entirely the incompetant one with almost only accidental successes.
   

Improvisation in 4e: Improv. Attacks(by wrecan) - Fave 4E Improvisations

The Non-combatant Adventurer

Reality is unrealistic - and even monkeys protest unfairness

Dynamic Reflavoring : The Fighter : The Wizard : The Swordmage
Creative Character Collection - Featuring:The Faerie Master - Snow White - Joxer - Ironman - Elric - Bloodwright

By virtue of being a player your characters are the protagonists in a heroic fantasy game even at level one

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9 months ago  ::  Sep 13, 2012 - 1:29AM #9
epicfreak
Date Joined: Jan 15, 2012
Posts: 193

Sep 12, 2012 -- 6:30PM, BohoMojambo wrote:

I really quite like it.



Thanks, I'm glad someone does and says so...

Sep 12, 2012 -- 6:46PM, DemoMonkey wrote:

"4. The system produces heroic characters.  You'll notice that no scores go below 10, as quite simply, how heroic is it to be a total weakling or a clumsy oaf?  It's not, that's correct."

Sorry, you state that like it's a universal truth. It's not. Ask any 10 pre-4E D&D players about their favourite character ever and I guarantee 3 of them will tell you about one with a gimped stat that made them fun to roleplay.



It is a universal truth, or very close to it.  There's nothing heroic about not being able to do what your class pigeon holes you to do, being too stupid to speak, being unable to hold onto any object because of your 3 DEX, etc.

Not that it can't be fun, I'm sure for some people it can be, personally I'd find it funny (not the same as fun) at best.  And it's not the poor stat (the mechanics) that makes the character fun to play, it's the method in which the character is roleplayed (or role assumed) and the experiences had, IME.  Besides, you can always play your Fighter with an 18 INT as not too bright if you want to play that character despite his/her stat.  They'll just succeed more at skill checks and whatnot than someone with a 10 INT is all.

Sep 12, 2012 -- 6:54PM, Hocus-Smokus wrote:

Truth.
Roleplay produces heroic characters.
Higher ability scores produce mechanically-efficient characters.



Indeed, this.

Sep 12, 2012 -- 6:53PM, Crimson_Concerto wrote:

As for the method, I think that it sort of misses one of the major draws of rolling randomly, the chance that you'll end up with some spectacularly above average. Without that chance, there's no point to rolling, no point in not just using the point buy to put your ability score right where you want them.



Indeed, and that's what the other "non-standard" methods are for.  The reason for rolling here is really just for that feel or rolling for stats (even without the pros/cons), and/or because you want inspiration from the dice for the character and you also don't want to be gimped or godded by the randomness - basically, you're coming to the table having no idea what you want to play, so you just roll it and do whatever.

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9 months ago  ::  Sep 13, 2012 - 2:45AM #10
OrwellianHaggis
Date Joined: Dec 20, 2011
Posts: 392
I'ts not bad but I would suggest making it so your prime stats cant go below 10 and the rest is fair game. (or make the minimum stat optional)
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