D&D 5E Point Buy vs Rolling for Stats

Tony Vargas

Legend
Well yes, since if you didn't want to roll for stats...you wouldn't?
Like the two players in Oofta's example? I was just trying to point out that your invocation of 'maturity' wasn't necessarily a dig at preferring array (which, per the standard rules, a player can simply choose to use instead of rolling) or point-buy, which is how a few folks seem to have taken it...
 

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Caliban

Rules Monkey
Like the two players in Oofta's example? I was just trying to point out that your invocation of 'maturity' wasn't necessarily a dig at preferring array (which, per the standard rules, a player can simply choose to use instead of rolling) or point-buy, which is how a few folks seem to have taken it...

No, I was pointing out that among people who like to roll for stats, some don't handle it well. Just like among people who like gambling, some don't handle it well.

Naturally, point buy solves all those problems. :cool:
 

Satyrn

First Post
So here's the thing. Even high stats are not a problem. The game is very flexible and can easily handle 6 PCs with straight 18s if you wanted to run a game like that. High stats can't break the game. The stats generated randomly by 6 people are just fine, unless you have a personal problem with rolling.
I don't know. I actually enjoy playing and DMing at my table more since we changed from the 3e method of rolling and rerolling (and bumping up a weak result to bring that player closer to parity with the rest of the group) and adopted the Standard Array as the only choice.

Now, I agree with you that my 5e wasn't broken when we all had high stats. But there was indeed a problem with high stats. I don't know exactly how or why, but my game plays and runs smoother without the high stats.
 

Yardiff

Adventurer
What I dislike about standard array and point-buy. I don't like a pre-racial 15 cap and only one 15 at that. I also dislike having an negative stat bonus guaranteed. point buy has pretty much the same issue 15 cap, while you can have a couple 15s you have average or below stats for the other 4.

My opinion of course. I like my heroes to be well above 'average' and a couple steps above 'normal'.
 

Tony Vargas

Legend
What I dislike about standard array and point-buy. I don't like a pre-racial 15 cap and only one 15 at that. I also dislike having an negative stat bonus guaranteed. point buy has pretty much the same issue 15 cap, while you can have a couple 15s you have average or below stats for the other 4.
I don't think those are really issues with the general methods, just the specific instances, themselves. If you want your campaign to feature characters with stat's above 15, you can raise the cap and give more points, you could use an array like 18,13,11,10,8,3 or 18,16,15,14,13,12. If you /do/ want a 15 cap, you can roll 2d6+3 or re-roll results of 16-18, or whatever.
 

Oofta

Legend
I don't think those are really issues with the general methods, just the specific instances, themselves. If you want your campaign to feature characters with stat's above 15, you can raise the cap and give more points, you could use an array like 18,13,11,10,8,3 or 18,16,15,14,13,12. If you /do/ want a 15 cap, you can roll 2d6+3 or re-roll results of 16-18, or whatever.

I've done "high powered" campaigns in the past and they can be fun, but at the end of the day it just nudged the difficulty level of the entire campaign up a little.

As far as rolling giving you higher stats ... that's not a guarantee. In fact I would argue that on average you are going to get really close to what point buy gives you or lower. Of course whether a single 18 offsets that 5 you also got is a matter of opinion.

Many people seem to assume that rolling will always give them better results. Depending on the game and whether suicide by goblin is tolerated, it may.
 

Tony Vargas

Legend
Many people seem to assume that rolling will always give them better results. ... that's not a guarantee.
I think it's more that it can, then that it will. Gambling's popular, even though the house builds in an advantage for itself, because you /could/ win, not because you will more likely lose. With random, you may get the best array of the group, or, just as likely, the worst. The odds aren't even tilted particularly against you - you have the same chance as everyone else.

Depending on the game and whether suicide by goblin is tolerated, it may.
There is the chance of the soft-hearted DM allowing the re-roll, or the hard-hearted one gleefully killing you off when given half a chance.
 

Lanefan

Victoria Rules
On the notion of character clones.

I'm rather baffled by this actually. Ok, Standard Array means that every character has the same 6 stats, arranged differently. And, to be fair, similar classes will have pretty similar stats. Not exact, mind you, but probably close.

But, so what? Two fighters, for example, are identical in all other ways and that doesn't seem to cause any issues. Same HP
Same h.p.? Well, some might be...if they rolled the same on a d10 and have the same Con bonus...but by no means all.
same saving throws, and all characters with the same stats have identical skill bonuses. Why doesn't that blow your mind?

Why is every fighter proficient in the same selection of skills? Why do they all have identical good saves? Why all the same hit dice? No one ever learns skills faster than anyone else? My fighter's proficiency bonus is the same as yours after all. Why doesn't that bother you? If it's all about your interpretation of realism and how the characters should be natural, then why is it only stats that seem to break your suspension of disbelief?
How much of that stuff comes from pure natural selection (i.e. the randomness of stats) and how much comes from training (skills, maybe saves)? If we make the blanket (and admittedly unrealistic, but it's what we have to work with) assumption that fighter training is basically the same everywhere, then some of the similarity is going to come from the training received.

After all, why can't my fighter be proficient in, say, Religion? No fighter (granted I'm ignoring backgrounds for the moment here, just class) can ever learn about the gods? How is that "realistic"?
It isn't, and it's something I'd change somehow. Along with most of the rest of the skill system...

How is it realistic that every fighter will have d10 HP and know how to use every suit of armor and weapons?
Training, as noted above. That said, here is one place where the 1e idea of being proficient in only a few specific weapons rather than entire categories or 'all' holds water, however, as it allows more differentiation among Fighters - I'm a sword-and-board tank, you're a two-weapon specialist, she's an archer all the way, etc.

Lanefan
 

Caliban

Rules Monkey
Same h.p.? Well, some might be...if they rolled the same on a d10 and have the same Con bonus...but by no means all.

You roll for HP? Weird. :p

It's another difference (or the same difference in a different context) - If you are using point buy, you will usually also use the "Max HP at lvl 1, average HP thereafter" rule for hit points. So every fighter will have pretty much the same HP, barring differences in CON or being a Hill Dwarf, etc.

It's been a variant rule used for so long (especially in organized play settings) that for some people (myself included) the idea of rolling for HP now seems less natural than taking the average.
 

Lanefan

Victoria Rules
Many people seem to assume that rolling will always give them better results. Depending on the game and whether suicide by goblin is tolerated, it may.
The math (see various examples through the many pages prior to here) shows that rolling on 4d6x1 is on a long-term-average basis going to give you very slightly higher numbers than point-buy, with both being slightly higher yet than standard array.

But the variance - both within a character's 6 rolls and between one character and the next - will be higher with rolling than either other method.

As for 'suicide by goblin', if the DM really is playing combat as war and giving the goblins and other monsters a fighting chance there should be quite a bit of character turnover during the first few adventures (and maybe beyond that); and here's where stats bow down to random chance and the luck of the dice during the combats. So instead of intentionally suiciding, play it straight (but not cowardly) and see where the chips may fall.

Lan-"it's the slow-motion version of DCCRPG's absolutely brilliant 'funnel method' of character generation"-efan
 

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