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General Tabletop Discussion
*Pathfinder & Starfinder
A Hope: Return Variability/Randomness
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<blockquote data-quote="FireLance" data-source="post: 5904161" data-attributes="member: 3424"><p>I would say it's the difference between a randomized process and a randomized start state. To be exact, a randomized <em>persistent</em> start state. </p><p></p><p>To use a Monopoly example, some people don't mind rolling dice to move, but would prefer everyone to start with the same amount of money and not for each player to roll 5d6 x $100 to determine starting funds. Others might not mind rolling for money at the start of each game, but might not like the idea that whatever money get at the start of your first game will be what you get at the start of every subsequent game thereafter. </p><p></p><p>It's not an exact parallel, because Monopoly is competitive instead of co-operative, but I think the basic premise is the same. Random ability scores and hit points would be more palatable to more people if characters were created fresh for every adventure or if players had a selection of characters to choose from. However, as gaming styles shifted towards each player running a single character for an extended period of time, I guess there was a simultaneous increase in the preference for less random methods of character creation.</p></blockquote><p></p>
[QUOTE="FireLance, post: 5904161, member: 3424"] I would say it's the difference between a randomized process and a randomized start state. To be exact, a randomized [I]persistent[/I] start state. To use a Monopoly example, some people don't mind rolling dice to move, but would prefer everyone to start with the same amount of money and not for each player to roll 5d6 x $100 to determine starting funds. Others might not mind rolling for money at the start of each game, but might not like the idea that whatever money get at the start of your first game will be what you get at the start of every subsequent game thereafter. It's not an exact parallel, because Monopoly is competitive instead of co-operative, but I think the basic premise is the same. Random ability scores and hit points would be more palatable to more people if characters were created fresh for every adventure or if players had a selection of characters to choose from. However, as gaming styles shifted towards each player running a single character for an extended period of time, I guess there was a simultaneous increase in the preference for less random methods of character creation. [/QUOTE]
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