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General Tabletop Discussion
*Dungeons & Dragons
A Proper Ability Score Generation Preference Poll
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<blockquote data-quote="Wulffolk" data-source="post: 7276481" data-attributes="member: 6871450"><p>I have exactly the opposite viewpoint. A good DM comes to session 0 prepared with setting and background information only. He/she should have nothing specific prepared, and never force the group into a pre-planned "adventure" that might have nothing to do with the concepts they create. Players should use that setting information to inspire a group concept and ask questions of the DM to figure out the group's place in the world.</p><p></p><p>Once that is done the Player's can roll stats and figure out their place in that group. They can use the session to flesh out concepts and create hooks or bonds that give the group a reason to work together and offer the DM an idea of how to shape the setting around the story that the character's were created to tell.</p><p></p><p>I usually encourage the use of rolling stats (3d6 replace one die with a 4, for scores between 6-16), but if a player is strongly attached to a concept that the dice do not favor I allow them to assign Ability scores to fit the concept. Anybody immature enough to automatically choose all 18's or something similar is a player that is more worried about "winning the game" or hogging the spotlight. My games tend to be more about the story and the role-playing than stats and rolls, so that player probably wouldn't have as much fun with their munchkin in my game as they would expect in another game.</p><p></p><p>I agree with most of the other points you have made, just not the ones about getting started immediately and blowing through the early levels.</p></blockquote><p></p>
[QUOTE="Wulffolk, post: 7276481, member: 6871450"] I have exactly the opposite viewpoint. A good DM comes to session 0 prepared with setting and background information only. He/she should have nothing specific prepared, and never force the group into a pre-planned "adventure" that might have nothing to do with the concepts they create. Players should use that setting information to inspire a group concept and ask questions of the DM to figure out the group's place in the world. Once that is done the Player's can roll stats and figure out their place in that group. They can use the session to flesh out concepts and create hooks or bonds that give the group a reason to work together and offer the DM an idea of how to shape the setting around the story that the character's were created to tell. I usually encourage the use of rolling stats (3d6 replace one die with a 4, for scores between 6-16), but if a player is strongly attached to a concept that the dice do not favor I allow them to assign Ability scores to fit the concept. Anybody immature enough to automatically choose all 18's or something similar is a player that is more worried about "winning the game" or hogging the spotlight. My games tend to be more about the story and the role-playing than stats and rolls, so that player probably wouldn't have as much fun with their munchkin in my game as they would expect in another game. I agree with most of the other points you have made, just not the ones about getting started immediately and blowing through the early levels. [/QUOTE]
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A Proper Ability Score Generation Preference Poll
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