Celebrim
Legend
I am only responding to this because this is part of the misunderstanding.
I am only responding to this because this is part of a misunderstanding, and it's not a misunderstanding on my part. I know well what people are rerolling and never said they are rerolling only single bad numbers. I've talked about the impact (or lack of impact as the case may be) of single bad numbers at great length. I've talked about meta-game procedures at great length. There is no excuse for your claim that I'm misunderstanding what is being performed in the meta-game procedure. Yes, I understand bad numbers are being accepted in play. I've wrote pages on that by this point.
But even were I misunderstanding your tables metagame procedure, it wouldn't undermine my thesis in the slightest because rerolling whole characters or rerolling only individual results both fall under the heading of metagame procedures that mitigate against randomness to a large degree.
People are re-rolling hopeless characters. That is they are re-rolling characters that who have an entire stat set deemed non-survivable in the game. They are not re-rolling individual results. There is a big difference between chucking a character because it has four bad results and rolling a set but re-rolling each result you don't like.
For the purposes of the thesis, no there isn't.
Even if you are chucking hopeless characters, you are still getting the spikes and dips associated with a random rolling method.
As I have repeatedly suggested and discussed to the point of tedium just to try to correct this repeated assertion of yours that I don't get what you are talking about, I'm well aware of the effects of single low rolls and how high rolls in the same stat array tend to more than completely compensate. It's not like even when given choice players don't min/max and utilize dump stats. I've had point buy players buy down to single low stats to buy up their most important stat. If "chucking hopeless" characters consists of throwing out "one bad, no good" and keeping "one bad, but one or more good" it's still heavily skewing the average and mitigating against probably the one unique aspect of random chargen - large inherent imbalance.
I appreciate the good faith here. I would just add to this, these are not mutually exclusive things. I've already said part of the attraction is the hope of a good roll. I want to roll well, absolutely. Getting an 18 is exciting. But part of the requirement of that excitement is that bad results also be allowed to stand. I think the gambling comparison is a good. That is in fact one of the key draws to the random method for me. But it ceases to be exciting if I can re-roll every bad result I get. I'm fine with 4d6 drop the lowest. I am even okay with doing two sets if that is what the group really wants to do. But anything beyond that and the excitement starts to diminish considerably for me because the higher results become more of a foregone conclusion.
Hey, now we are getting somewhere. However, since I'm not writing to prove anything about you particularly, but how random chargen impacts games and social contracts generally...
when a bad result happens I can take it in good spirits and work it into the fun of the game (it is actually one of the unique challenges to rolling stats that sometimes you get stuck with this terrible number and need to make sense of it---having a 4 Dex is very different flavor wise than an 8).
A single terrible number is not a bad result. This is particularly true for 1e D&D, where all a single terrible number meant is you lost your choice over which class to be and added a character quirk to a system generally lacking in mechanical customization. Nor is having a bad number even remotely a unique aspect of rolled stats compared to chosen stats. During my open dungeon crawl days in 3e, a player bought a character down to two 3's - something illegal to play in 1e AD&D even with rolled stats - because he figured that his half orc needed neither intelligence nor charisma in a game that was almost solely about combat. Even in my present on going serious campaign, one player has a caster with like 6 or 4 strength (I forget which) so as to buy up charisma. More to the point though, go back and reread my original 'firestorm' post again regarding how people dealt with imposed imbalance at the metagame level. This applies to players playing actual hopeless characters, and not just the "I played characters with single bad stats so this proves I like randomness" shtick you seem to be focused on, as if I hadn't also played a perfectly playable character with 5 charisma and other low scores, or would be unwilling to do so again. (Ko-Ko the mutated gorilla in Gamma World remains one of my favorite characters.)
Anyway, since you find me such a cad, I'd appreciate you not responding to me
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