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General Tabletop Discussion
*Dungeons & Dragons
A Proper Ability Score Generation Preference Poll
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<blockquote data-quote="Lanefan" data-source="post: 7279048" data-attributes="member: 29398"><p>Alert the media as this might be a first: I'm going to agree with [MENTION=284]Caliban[/MENTION] <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>With, however, one slight caveat regarding the bits I've bolded above. That being, stats alone don't make a character special but they can certainly be a part of it. For a player who already has a mostly-set-in-stone character concept going in, knowing the stats (or close) ahead of time helps, and if needed the concept can be made to suit these pre-known stats. But for those who maybe don't have a concept in mind going in, or who are still vague about parts of it, rolling some whacked-out stats - in particular, getting one that's very low - can provide a great jumping-off point to tweak or flesh out or even invent from nothing a personality and modus operandi for the (let's hope!) unique and memorable character you're about to play.</p><p></p><p>I've heard players say - and have said it myself, once or twice - when rolling up a character and the first five rolls have come up somewhere between good and stupendous: "Come on, dice - I need a '7' to make this playable!". I always find that if I don't have an idea for a character concept going in that rolling something like 14-14-12-12-10-10 or even 18-15-14-14-13-13 is less than no help at all but give me 18-15-14-13-10-7 and I can give you memorable entertaining characters until your dice wear down to plastic marbles.</p><p></p><p>Lan-"and sometimes those memorable entertaining characters might even turn out to be useful to the party now and then"-efan</p></blockquote><p></p>
[QUOTE="Lanefan, post: 7279048, member: 29398"] Alert the media as this might be a first: I'm going to agree with [MENTION=284]Caliban[/MENTION] :) With, however, one slight caveat regarding the bits I've bolded above. That being, stats alone don't make a character special but they can certainly be a part of it. For a player who already has a mostly-set-in-stone character concept going in, knowing the stats (or close) ahead of time helps, and if needed the concept can be made to suit these pre-known stats. But for those who maybe don't have a concept in mind going in, or who are still vague about parts of it, rolling some whacked-out stats - in particular, getting one that's very low - can provide a great jumping-off point to tweak or flesh out or even invent from nothing a personality and modus operandi for the (let's hope!) unique and memorable character you're about to play. I've heard players say - and have said it myself, once or twice - when rolling up a character and the first five rolls have come up somewhere between good and stupendous: "Come on, dice - I need a '7' to make this playable!". I always find that if I don't have an idea for a character concept going in that rolling something like 14-14-12-12-10-10 or even 18-15-14-14-13-13 is less than no help at all but give me 18-15-14-13-10-7 and I can give you memorable entertaining characters until your dice wear down to plastic marbles. Lan-"and sometimes those memorable entertaining characters might even turn out to be useful to the party now and then"-efan [/QUOTE]
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