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<blockquote data-quote="Water Bob" data-source="post: 5847097" data-attributes="member: 92305"><p>I've actually been quite polite to you, while your tone is quite snarky....</p><p> </p><p></p><p> </p><p></p><p> </p><p></p><p> </p><p> </p><p></p><p> </p><p></p><p> </p><p></p><p> </p><p> </p><p> </p><p> </p><p> </p><p></p><p> </p><p>But, that's not the point. The point is...with point buy, a player most likely would not end up with those stats because he wouldn't want to penalize himself so much. STR would come down while WIS and CHR would go up.</p><p> </p><p> </p><p></p><p> </p><p>See a lot of Stat 6 an Stat 7 attributes in your point buy game, do ya?</p><p> </p><p>I doubt that.</p><p> </p><p> </p><p> </p><p> </p><p> </p><p></p><p> </p><p>FYI - in my game, the players had no choice of class. They new beforehand that, whatever their rolls, they would be playing Barbarians.</p><p> </p><p> </p><p> </p><p> </p><p> </p><p></p><p> </p><p>Sure. A lot of gamers are creative. You miss the point again, though. The stats <em>inspired</em> the backstory. His stats presented roleplaying topes that guided the player on who the character <em>is</em>.</p><p> </p><p>And, I've found that's a lot more interesting than what you typically get with point buy where players typically attempt some heroic archetype.</p><p> </p><p> </p><p> </p><p> </p><p> </p><p></p><p> </p><p>That's it. Only two players and one GM this time out.</p><p> </p><p> </p><p> </p><p> </p><p> </p><p></p><p> </p><p>Need to add that snarky remark to the list above.</p><p> </p><p> </p><p> </p><p> </p><p></p><p> </p><p>He's quite happy with him, for reasons I described.</p><p> </p><p>In a Traveller campaign, I had a player roll physical stats of STR 2, DEX 2, END 3, which is almost as low as you can go in that game.</p><p> </p><p>We turned that character into something to be remembered. He had a gravity-chair that he floated around in. He was useful in combat because he was the Scout, going high in altitude or far ahead in his grav chair.</p><p> </p><p>The player (different one from the one in my game now) was always thinking of ways to improve his chair with weapons and sensors and whatnot--making up for his stat deficiency.</p><p> </p><p>The point there is: <span style="color: green">Stats don't make characters. High stats are not required for enjoyable characters. Neat characters, regarldess of stats, are what is needed.</span></p><p> </p><p> </p><p> </p><p> </p><p></p><p> </p><p>Careful. I may have more years in the DM seat than you do.</p><p> </p><p> </p><p> </p><p></p><p> </p><p>Point buy is a good system for certain types of game. The James Bond game is a good example. Why? That universe is about character archetypes. Thus, point buy is the way to go.</p><p> </p><p>I've never played a Supers game, but if I did, I would think point buy would be a good choice.</p><p> </p><p>I did run a 7 year D6 Star Wars game, and although that system is not quite point buy, it is a system where all characters are (mostly--some exceptions) created equal. And, yes, with Star Wars, that was a good choice.</p><p> </p><p>Not with D&D, or Conan or most other games, though. Random Generation (either true random or with some player input such as arrange to taste) is a vastly superior method, imo.</p></blockquote><p></p>
[QUOTE="Water Bob, post: 5847097, member: 92305"] I've actually been quite polite to you, while your tone is quite snarky.... But, that's not the point. The point is...with point buy, a player most likely would not end up with those stats because he wouldn't want to penalize himself so much. STR would come down while WIS and CHR would go up. See a lot of Stat 6 an Stat 7 attributes in your point buy game, do ya? I doubt that. FYI - in my game, the players had no choice of class. They new beforehand that, whatever their rolls, they would be playing Barbarians. Sure. A lot of gamers are creative. You miss the point again, though. The stats [I]inspired[/I] the backstory. His stats presented roleplaying topes that guided the player on who the character [I]is[/I]. And, I've found that's a lot more interesting than what you typically get with point buy where players typically attempt some heroic archetype. That's it. Only two players and one GM this time out. Need to add that snarky remark to the list above. He's quite happy with him, for reasons I described. In a Traveller campaign, I had a player roll physical stats of STR 2, DEX 2, END 3, which is almost as low as you can go in that game. We turned that character into something to be remembered. He had a gravity-chair that he floated around in. He was useful in combat because he was the Scout, going high in altitude or far ahead in his grav chair. The player (different one from the one in my game now) was always thinking of ways to improve his chair with weapons and sensors and whatnot--making up for his stat deficiency. The point there is: [COLOR=green]Stats don't make characters. High stats are not required for enjoyable characters. Neat characters, regarldess of stats, are what is needed.[/COLOR] Careful. I may have more years in the DM seat than you do. Point buy is a good system for certain types of game. The James Bond game is a good example. Why? That universe is about character archetypes. Thus, point buy is the way to go. I've never played a Supers game, but if I did, I would think point buy would be a good choice. I did run a 7 year D6 Star Wars game, and although that system is not quite point buy, it is a system where all characters are (mostly--some exceptions) created equal. And, yes, with Star Wars, that was a good choice. Not with D&D, or Conan or most other games, though. Random Generation (either true random or with some player input such as arrange to taste) is a vastly superior method, imo. [/QUOTE]
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