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4d6 Drop the Highest?
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<blockquote data-quote="Blue" data-source="post: 7322570" data-attributes="member: 20564"><p>BTW, I love how characters come out when rolling, but 5e has convinced me to use point buy for it. You mention bounded accuracy which is part, but the other is the Faustian bargain of ASI vs. feat. If one player rolls well other players may already be a bit envious, but then when the lucky character starts getting nifty feats to give them more options or big bonuses, and while their characters are taking ASIs just to avoid falling behind bounded accuracy, that imbalance can lead to the players who aren't as lucky feeling a bit put out.</p><p></p><p>A corollary to that is that if the majority of characters have high offensive ability scores, they probably need more foes to challenge them. Especially if they start picking up feats without the trade-off of being behind bounded accuracy. If that ends up being the case based on the rolls for your group, you may want to increase the number of foes without increasing the XP granted so they don't shoot up levels.</p><p></p><p>The last point is that some classes do well with just one good ability score, while others need several. For example, pretty every front-liner will also need CON. So while statistically everyone should have at least one nice score, if they only have ONE nice score there are classes they should probably stay away from. I wouldn't mind imposing that on my players if I wanted to roll, just saying it so you're aware. Especially if someone comes in with "I want to play a paladin" (which arguably needs good STR, CHR and CON) and the dice don't agree.</p></blockquote><p></p>
[QUOTE="Blue, post: 7322570, member: 20564"] BTW, I love how characters come out when rolling, but 5e has convinced me to use point buy for it. You mention bounded accuracy which is part, but the other is the Faustian bargain of ASI vs. feat. If one player rolls well other players may already be a bit envious, but then when the lucky character starts getting nifty feats to give them more options or big bonuses, and while their characters are taking ASIs just to avoid falling behind bounded accuracy, that imbalance can lead to the players who aren't as lucky feeling a bit put out. A corollary to that is that if the majority of characters have high offensive ability scores, they probably need more foes to challenge them. Especially if they start picking up feats without the trade-off of being behind bounded accuracy. If that ends up being the case based on the rolls for your group, you may want to increase the number of foes without increasing the XP granted so they don't shoot up levels. The last point is that some classes do well with just one good ability score, while others need several. For example, pretty every front-liner will also need CON. So while statistically everyone should have at least one nice score, if they only have ONE nice score there are classes they should probably stay away from. I wouldn't mind imposing that on my players if I wanted to roll, just saying it so you're aware. Especially if someone comes in with "I want to play a paladin" (which arguably needs good STR, CHR and CON) and the dice don't agree. [/QUOTE]
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