Concerned About Ability Scores


log in or register to remove this ad

Did you allow them to keep rolling until they got an awesome set? Or did you add all 4d6 together?

I don't think rolling works at all without some pretty serious constraints. Otherwise, you're better off with arrays or point-buy.

Mathematically, the odds of those scores happening are miniscule with 4d6s3 :)

-O
 

Everyone said:
...Math...
Yes, I am aware that one player's results will not be typical. And that maybe I'm playing the game wrong because I allowed it to happen in the first place (not watching their rolls? infinite rerolls? Come on.) I've had a problem with the 4d6 method for ages now. But the swingy rolled values are only a third of what concerns me. Read on...

I was unaware that the ability scores are capped at twenty; I guess I overlooked that in the playtest rules. My bad. Even so, if a first-level human fighter can have a Strength of 20, why does a Troll (a Large-sized, 7th level Giant) only have an 18? I can't be the only one who thinks this is unbalanced.

Now this is the part that really bugs me, so I'm going to emphasize it so that people won't fixate on probability curves and standard deviations...

So let's take the dice out of it altogether. Let's say you don't roll scores at all, and everybody uses the array provided in the guide. Essentially, you are telling the players "All humans get to start with an 18" and Fighters automatically have the same strength scores as Trolls. I can't be the only one who thinks this is unbalanced. And sloppy.

But as they say, the proof is in the pudding. We will be running our next playtest on Friday night; hopefully these high numbers aren't as game-breaking as they look.
 
Last edited:

I don't think rolling works at all without some pretty serious constraints. Otherwise, you're better off with arrays or point-buy.
I agree...rolling ability scores has always been very wonky and mathematically hard to predict. Adding the 4d6 method only made it worse. And the "floating reroll" method makes my brain cramp. I much prefer a fixed array, or if you twist my arm, the point-buy method. It's just more sensible from the math side.

But the players like rolling their scores. It's as much a part of D&D for them as, I dunno, rolling up my own treasure hoards. I don't want to deny them something they enjoy simply because the game's math can't handle it.

(To answer your question, I use a "best of three" approach. Players roll three sets of ability scores, and choose one to play. They don't get to mix-and-match scores between sets, and they don't get to keep rolling until they are satisfied. And I watch them like a hawk. :) )
 


I'm also a little concerned. Using the default array, being human is the only way to start with an 18 in a stat, which I imagine will be quite tempting.
 

I'm also a little concerned. Using the default array, being human is the only way to start with an 18 in a stat, which I imagine will be quite tempting.

The classes also get to allocate a bonus, which includes the prime stat for the class, so in fact the race/class combos suggested in the playtest material will give matching non-humans the options of an 18 using the default array, and humans the option of a 19.

Edit: My addition sucks, and I am wrong! Humans can get to 18 prime stat, non-humans 17 . . .
 
Last edited:


But the average human being as good in every ability as the races known for their exceptional high scores in any given ability, is just wrong.
Strong as a half-orc, dexterous as an elf, tough as a dwarf, smarter, wiser, and more charismatic than any race. And then one of those abilities is even higher. That doesn't make any sense.

Instead you could say, that elves get -2 to on everything but Dex and dwarves get -2 on everything but Con. That's stupid.
 


Remove ads

Top