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PC Creation: Pointbuy or Roll?
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<blockquote data-quote="Pbartender" data-source="post: 3045709" data-attributes="member: 7533"><p>To make an ad absurdum arguement...</p><p></p><p></p><p></p><p>Why roll for hit points? Or damage? Or skill checks and saving throws? After all, any time you roll the dice, it affects the game from then on.</p><p></p><p>D&D's all about rolling dice. That's makes it a roleplaying game, rather than just roleplaying.</p><p></p><p>Anyway...</p><p></p><p>Our group has used dozens of different point buy systems, dozens of different dice-rolling methods, and even a few hybrid methods. Of course, there are advnatages and disadvantages any way you do it. Which we use generally depends on the game we're playing, the style of the campaign, and the mood of the players and GM.</p><p></p><p>In general, our group prefers dice rolling... They enjoy the fun of rolling the dice and getting lucky (or not), so long as we have appropriate safe guards against unusable sets of ability scores. Often, the rolled scores themselves suggest ideas for characters that the players might not have thought of, or tried on their own.</p><p></p><p>The ability scores generation method that is my favorite goes like this:</p><p></p><p></p><p></p><p>That gives a bit of randomness for the players who like it, but enough safeguards to ensure that a player who knows exactly what they want to play, can play it.</p></blockquote><p></p>
[QUOTE="Pbartender, post: 3045709, member: 7533"] To make an ad absurdum arguement... Why roll for hit points? Or damage? Or skill checks and saving throws? After all, any time you roll the dice, it affects the game from then on. D&D's all about rolling dice. That's makes it a roleplaying game, rather than just roleplaying. Anyway... Our group has used dozens of different point buy systems, dozens of different dice-rolling methods, and even a few hybrid methods. Of course, there are advnatages and disadvantages any way you do it. Which we use generally depends on the game we're playing, the style of the campaign, and the mood of the players and GM. In general, our group prefers dice rolling... They enjoy the fun of rolling the dice and getting lucky (or not), so long as we have appropriate safe guards against unusable sets of ability scores. Often, the rolled scores themselves suggest ideas for characters that the players might not have thought of, or tried on their own. The ability scores generation method that is my favorite goes like this: That gives a bit of randomness for the players who like it, but enough safeguards to ensure that a player who knows exactly what they want to play, can play it. [/QUOTE]
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