D&D General The joys of playing a PC with low stats

* As is common with AD&D, rather than rely on ability checks for the social pillar, we just role-played it all out. In 3e and beyond, I see a lot more dice rolls to see if you tricked the guard, or found the trap. Nothing wrong with that, just a different play style.
I somewhat agree, but you buried the lede a bit. Effectively, you didn't have a low stat. You had a character trait, not much different from someone else having a reckless character. There's a big difference between a 6 Intelligence at a table where your actual Intelligence score doesn't really matter, and a 6 Constitution where you have half the hit points of the other fighter.
 

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I somewhat agree, but you buried the lede a bit. Effectively, you didn't have a low stat. You had a character trait, not much different from someone else having a reckless character. There's a big difference between a 6 Intelligence at a table where your actual Intelligence score doesn't really matter, and a 6 Constitution where you have half the hit points of the other fighter.
But the score does really matter. There are several times when you'd run into something, like a puzzle, and the PC wouldn't have the ability to solve it even if I personally could. Or being able to do money conversion or gemstone/item appraisal (things that come up fairly often). Just because it doesn't have a clear mechanical limit (it does for magic users), doesn't mean it doesn't matter.
 

As a DM - I try to encourage players to get at least one 16 on their PC one way or another as I find that even with the best and noblest of intentions, players lose focus more quickly when other PCs outshine theirs. There are exceptions to the rule - but it is an overwhelmingly strong tendency.

People fantasize about being powerful. They rarely fantasize about being weaker. You can tell great stories about weaker characters, but in the end playing one for 800 hours is different than reading about one or watching one on screen for a bit.

When players stick to their guns, I account for their weakness and give them an option for a backdoor to power. It might be as simple as a Headband of intellect or Gauntlets of Ogre Power ... or it might be giving them a storyline that puts a powerful magic item in their hands early. Again: This gives them an optional out on their initial preference.

Is this a DM saying, "I know better than the players and am building in an option to let them change their mind because I think they are likely to do so?" Yes. This is exactly that - a DM making sure that he preserves paths to fun that the player might appreciate more later, but does not have to take. It is DM care of players.

As a player - After I play a strong PC I like to play a weaker PC. It isn't always about attributes. Sometimes it is just being the PC that buffs, heals, absorbs hits and solves puzzles while the other PCs beat the @%@ out of the foes. However, sometimes it is being Robin to another player's Batman, or Sancho Panza to another player's Don Quixote with a 12 or 14 strength Champion fighter.

I like the switch because it gives me a different story to play.

Ah, but doesn't this 100% invalidate your assumption as a DM that players need to be provided an out if they elect to play low attribute PCs? Not really. Because there have been times that I have started out with a weak character that filled a utility role and it got boring because there wasn't much I could do. In those combat focused games, my utility role was ... meaningless. And that was a situation in which I made the exact wrong call to play a weaker PC because in that game, it did not work. DMs sometimes gave me a fix (especially if I hinted one would be appreciated), but other times my PC ended up leaning towards the high danger play in order to 'pull his weight'... and overextending your PC in D&D can be quickly deadly.
But who's to say you're going to play that single PC for 800 hours? That depends on the game.
 

Only allow players to roll stats when I DM, but i was raised on 3d6 in order, so 4d6 and letting them arange feels very progressive. At least they get to pick the low stat.

What i like about 3d6 in order is you end up with unique characters. If I roll a 15 in intelligence and a 11 in strength I'm still running a fighter he is just a smart fighter and gives me something to role play.
 

But the score does really matter. There are several times when you'd run into something, like a puzzle, and the PC wouldn't have the ability to solve it even if I personally could. Or being able to do money conversion or gemstone/item appraisal (things that come up fairly often). Just because it doesn't have a clear mechanical limit (it does for magic users), doesn't mean it doesn't matter.
Except it doesn't really. How do you determine what a 6 vs 9 Int vs 10 character could solve?

That's sort of like saying "use your judgment on when you think you would go down". I just like for social stats to have teeth.

That said, low sanity Cthulhu characters are way more fun. We rolled for our latest game and one player ended up with a 6 Power (so 30 starting sanity) and multiple 16's a 17 and an 18 for her sex worker tweaker. We decided she was an MK Ultra escapee and ran with it.
 
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A low stat can be fun, but it's also a challenge for the DM to not be an unintentional jerk, especially with ability-based saving throws. That's one of the reasons I really liked 4E's saves. FORT, REFLEX and WILL each had two stats assigned to them, so having a dump stat was great for roleplaying without throwing off the game. You would suck at a few skills, sure, but it wasn't as if every monster that attacked (stat) would hose you every single time.
 


A low stat can be fun, but it's also a challenge for the DM to not be an unintentional jerk, especially with ability-based saving throws. That's one of the reasons I really liked 4E's saves. FORT, REFLEX and WILL each had two stats assigned to them, so having a dump stat was great for roleplaying without throwing off the game. You would suck at a few skills, sure, but it wasn't as if every monster that attacked (stat) would hose you every single time.
Fort Reflex and Will all the way. The secondary saves as is aren't remotely balanced. I think there's like 5 Int saves in the entire game. Ditch em!
 

Well, if we're sharing low-stat character anecdotes...

One of my favorite 5e characters so far has been a Warlock with Int as a dump stat. The twist of roleplaying his stupidity was that he didn't know he was a Warlock. He thought he was a monk. His brotherhood at the monastery was actually a cult, and his fellow monks were all cultists (with varying degrees of self-realization). He thought all this abilities from his patron were a result of honing his personal skills, his book from his Pact of the Tome was his religious text, etc. It was amazing fun, especially when interacting with other monks or clerics. It was also fun to develop the character build, picking warlock spells/invocations/abilities that would be suitable for a "monk" build.

That game has now split up, but the character miraculously never died. I look forward to resurrecting him some day.
 

I'm not a fan of low ability scores for PCs in general. My view is that PCs are inherently Superior, and their ability scores ought to reflect this.

I am a fan of point-buy systems in other games, but I took a dislike to the D&D 3.x version from the moment I first saw it. But I also didn't care for the dice-lottery of the earlier editions, or of the rolling options offered in 3.x.

I ended up creating a hybrid rolls-and-spend-points system, one that gave a chance for a low ("dump") stat that the player could either keep or buy up - whichever he chose, and also a chance for a high ability score in an unexpected place. ("You want to play a Barbarian. You rolled INT 17. OK, you can play a Barbarian with INT 17.")

I'm willing to sometimes allow PCs with low stats, but I don't want to particularly encourage it, or to make it a common thing. So I'm willing to impose a dice-lottery filter on allowing (but not requiring) a low stat. I also want to see the occasional (but not routine) high stat in unexpected places, and again I see a dice lottery as the best way to get this result.
 

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