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General Tabletop Discussion
*Dungeons & Dragons
A Proper Ability Score Generation Preference Poll
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<blockquote data-quote="smbakeresq" data-source="post: 7275550" data-attributes="member: 28301"><p>I have said many this many times, but the most important way to generate PCs is at game session 1 with the whole group there. We use 4d6-L, but that's from old habit. If everyone shows up with a PC idea and theme, which you should, it take just a few minutes to generate your abilities and get the level 1 sheet worked out. Doing so:</p><p></p><p>1. Lets you roll for abilities right in front of everyone. If something is out of line the group and DM will decide, something like 6 roles with nothing higher than 12. There wont be any complaints and no one will get upset if you get blessed with a a good set, you did it right in front of them,</p><p></p><p>2. You start building a group dynamic right there. With life cleric and a Paladin you will see that you can play a Valor Bard. With a rogue in the group your fighter can see that Shield Master will be useful to get those sneak attacks in with advantage. Things like that.</p><p></p><p>3. Your DM can see what you are doing and then adjust from there. He can fit the adventures right around the group.</p><p></p><p>4. After the first session, where you will be level 2 or 3 after, then you can go home and fill out your PC with your group in mind. The email chain starts for the group discussing how to integrate everyone's abilities.</p><p></p><p>We have always done this so we never have to worry about rolling 4d6-L. If you think a player would cheat that I wouldn't play with that player, but that's me. But with unknown players I can see it, but rolling in front of everyone eliminates the problem. Sometimes you will get an average PC, with just a few 14's while someone else gets an 18 and 2 17's, that's ok. You can feel happy for another player, next time it could be you.</p></blockquote><p></p>
[QUOTE="smbakeresq, post: 7275550, member: 28301"] I have said many this many times, but the most important way to generate PCs is at game session 1 with the whole group there. We use 4d6-L, but that's from old habit. If everyone shows up with a PC idea and theme, which you should, it take just a few minutes to generate your abilities and get the level 1 sheet worked out. Doing so: 1. Lets you roll for abilities right in front of everyone. If something is out of line the group and DM will decide, something like 6 roles with nothing higher than 12. There wont be any complaints and no one will get upset if you get blessed with a a good set, you did it right in front of them, 2. You start building a group dynamic right there. With life cleric and a Paladin you will see that you can play a Valor Bard. With a rogue in the group your fighter can see that Shield Master will be useful to get those sneak attacks in with advantage. Things like that. 3. Your DM can see what you are doing and then adjust from there. He can fit the adventures right around the group. 4. After the first session, where you will be level 2 or 3 after, then you can go home and fill out your PC with your group in mind. The email chain starts for the group discussing how to integrate everyone's abilities. We have always done this so we never have to worry about rolling 4d6-L. If you think a player would cheat that I wouldn't play with that player, but that's me. But with unknown players I can see it, but rolling in front of everyone eliminates the problem. Sometimes you will get an average PC, with just a few 14's while someone else gets an 18 and 2 17's, that's ok. You can feel happy for another player, next time it could be you. [/QUOTE]
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A Proper Ability Score Generation Preference Poll
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