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4e design in 5.5e ?
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<blockquote data-quote="clearstream" data-source="post: 8415178" data-attributes="member: 71699"><p>I believe the problem is properly defining the spectrum a group want characters to fall in, and the features they value in selection. For example, I decided I wanted ability scores to net to +2, with nothing worse than -3 and nothing better than +3 at 1st-level. Additionally, I wanted to avoid overshadowing by having the ability scores for all characters sum to the same total. It was fairly straightforward to design a 12-card deck to draw from without replacement, drawing and summing two cards for each ability in the order drawn. I could instead have listed the complete set of arrays and have players roll for one at random for their character. Both give effective, easily generated, truly-random characters. (I suspect what you mean by truly-random isn't to do with random, but to do with yielding both arrays the group enjoys playing, and arrays they don't. That's a choice about the spectrum arrays will fall in, not really the generation methods.)</p><p></p><p>If one defines the problem as - can I have characters, some of which have far lower modifiers than we want to play and some of which will be mechanically ideal - then any 'solution' is going to produce that. If one instead defines the problem as - can I have characters falling fairly across the power spectrum that we want to use - then good random solutions are available.</p><p></p><p>The problem is having a clear enough definition for what = good in this context.</p><p></p><p></p><p>Again, I don't believe it is the '<em>randomness</em>' that is the heart of the problem you describe. The PHB methods have two shortfalls. Foremost the PHB doesn't tell groups <em>why </em>they should choose one method over another. It should start with motives, not methods. Second it offers only a very limited set of methods, when the 'tech' is available to offer more.</p></blockquote><p></p>
[QUOTE="clearstream, post: 8415178, member: 71699"] I believe the problem is properly defining the spectrum a group want characters to fall in, and the features they value in selection. For example, I decided I wanted ability scores to net to +2, with nothing worse than -3 and nothing better than +3 at 1st-level. Additionally, I wanted to avoid overshadowing by having the ability scores for all characters sum to the same total. It was fairly straightforward to design a 12-card deck to draw from without replacement, drawing and summing two cards for each ability in the order drawn. I could instead have listed the complete set of arrays and have players roll for one at random for their character. Both give effective, easily generated, truly-random characters. (I suspect what you mean by truly-random isn't to do with random, but to do with yielding both arrays the group enjoys playing, and arrays they don't. That's a choice about the spectrum arrays will fall in, not really the generation methods.) If one defines the problem as - can I have characters, some of which have far lower modifiers than we want to play and some of which will be mechanically ideal - then any 'solution' is going to produce that. If one instead defines the problem as - can I have characters falling fairly across the power spectrum that we want to use - then good random solutions are available. The problem is having a clear enough definition for what = good in this context. Again, I don't believe it is the '[I]randomness[/I]' that is the heart of the problem you describe. The PHB methods have two shortfalls. Foremost the PHB doesn't tell groups [I]why [/I]they should choose one method over another. It should start with motives, not methods. Second it offers only a very limited set of methods, when the 'tech' is available to offer more. [/QUOTE]
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