Hussar
Legend
I thought mechanics only impacted world-building when it was inconvenient...?
...oh, no wait, that was in the elephantine Elephant thread....
Nice to see at least someone got the reference.

I thought mechanics only impacted world-building when it was inconvenient...?
...oh, no wait, that was in the elephantine Elephant thread....
An elephant thread never forgets.Nice to see at least someone got the reference.![]()
Exactly.Forgets what?![]()
Exactly.
I have no problem with wizards being more intelligent than most people, or clerics being wiser any more than I would have a problem with a basketball team with above average height. So yes, I want my characters to be good at what they do, exceptional even without being cheesed out.
I see no value to randomly assigned stats for me. If I'm interested in a campaign, I'll typically get info about options, setting and general feel. I generally come up with a character concept before the session 0. So no, I would not want to be told "you will play this randomly generated character".
I do this because I want to create interesting characters that have personality and history. I'm going to be putting myself in their shoes for what I hope to be quite some time, I want to make sure the shoes fit.
Take an example. I want to play Throg. Throg is a half orc, and reasonably personable, smarter than people give him credit for but often acts without thinking. He's also quite clumsy, and can't follow in his adoptive parent's footsteps in the glass-blowing guild.
So that's my character concept. I'd throw in some other background stories that give a picture of the Throg as more than just a cardboard cutout - he really is a lovable lunk that simply leaps before he looks. Maybe he occasionally loses his temper because of his half-orc heritage, and although he would never harm family or friends he feels like he doesn't belong.
I do this before I figure out stats. Now that I have a picture of who Throg is, I have to figure out what he is. Yes, that means I'll probably have dump stats in dexterity and wisdom but I'll also make intelligence and charisma a bit above average as well. A logical class would be some type of fighter. Or maybe while writing up the background I decide he's fascinated with magic and becomes a wizard or an eldritch knight (even if it doesn't seem like a very effective class).
For the next campaign I'm going to be starting in a few weeks, I know who my character is and he has an intro story filled with mystery and deceit (that only my DM knows so far). I just don't know what he is yet.
The point is that the implementation follows the inception. Random stat generation could really mess with that concept, no matter how fair the generation method. For me, stats are not about min/maxing, it's about crafting the character that matches a concept I dreamed up. With reasonable limitations for game balance of course.
My system leads to that. The vast majority of players will choose a class that suit their stats.
What, and not jump right into adventuring the same evening?![]()
You may have missed my point (or it's just a different approach which is fine). I want my stats to suit my character vision. I then base my class on my character, stats and background.
If I envision the son of a blacksmith who is smart and fascinated with magic, it only makes sense if he has a decent strength (say 14) but I also want him to be effective at his role so he has a 16 int. Other stats may be affected by my background story and discussions with the rest of the group. Is he sociable? A low charisma bookworm? Sickly from all that smoke from the forge? I don't know until I think more about it.
Random dice rolls don't really support that IMHO. The last thing I do is either pick a role/class or stats. In most cases actual ability scores are the last thing.
There is no one true way.
None of what you said is wrong. It's just the idea that rolling prevents you from 'realising a vision' that is wrong. Rolling just means you do it in a different order.
You might roll Str 14 and Int 16, and then think of a concept that matches. One concept would be 'a smith who is fascinated by magic'. Is he sociable? Look at his Cha to find out, and then think of why his Cha is that high (or low). You still have to think about it, but instead of having to choose scores which not only match your vision but also limit your vision to 27 points(!), you already have those. You envisioning has a starting point, but you don't have to worry about keeping to 27 points.
The two methods are really not so different in terms of 'realising a concept'.