Man in the Funny Hat said:
If I were DMing and a player fed me this line of reasoning I'd start to lose my temper. A decent character concept does not rely upon disproportionately higher stats than an AVERAGE player character will get in order to be worthwhile. If your "concept" demands all 18's is it a reasonable concept? What if it only demands all 16's? No player is ever going to tell me I'm being unreasonable or unfair if I tell them that their "character concept" is not going to make it in my campaign if it means I MUST allow them to have abnormally high stats right out of the gate.
Same with "suboptimal". A good character does NOT REQUIRE being maximally optimal. A good character is what you make of it, not just what his stats are. The louder a player starts trying to tell me that he has to have "optimal" stats the less inclined I'm going to be to allow him to have them! I don't mind giving players a fair amount of leeway in devising character concepts, obtaining a decent set of ability scores, or the like, but there's nothing that says I HAVE to allow players to get everything they want. "Having a thing is often not so satisfying as wanting a thing. It is not logical but it is often true." - Mr. Spock
Now if a DM has "approved" a character concept, but then won't bother to facilitate a player actually being able to FULFILL that concept then you're talking about a DM who's being a jerk and not any fault of the actual scheme for character generation.
I agree with everything you say to this point.
And those limits are set by the DM.
This I don't quite agree with. I think the group as a whole has to discuss power levels and acceptable concepts as a whole. If the DM wants to play a very low-powered game, and the players want to play a heroic game, there's a problem there, and there needs to be some movement on one end. And I don't feel that it's necessarily the players that should change. So, I feel the group needs to determine the chargen method together.
but once a player agrees to the guidelines a DM is setting for his campaign then it's quite obvious that some concepts are simply OUT, regardless of how badly a player may want them.
Yes, I agree with this, except that the group should set the guidelines together.
Then you're being unreasonable. To accept the possibility of players using random rolls then you accept that random rolls are NOT PERFECT. It is a method that has advantages and disadvantages, just as point-buy has both advantages and disadvantages. I'll be the first to admit that random methods are LIKELY to require more DM intervention and monitoring than many DM's are willing to exercise. It's one thing to say that you don't like random methods and thus to disallow them, but to say you don't like them and then make them WORSE by not agreeing to adjudicate the results as necessary?
What adjudication? The group decide to use 3/4d6, with no rerolls allowed, and then complain that they don't get the results that they want?
On the other hand, if the group had decided to use 3/4d6 with one reroll, or two rerolls, or rerolls if the numbers were unbalanced by X amount, then we use that, as stated. Either way, the system that was agreed is used.
No, I don't like random rolls, and I will make that clear to my players if I'm in that situation. If, however, the players are keen to use random rolls, then that's fair enough. But we'll then discuss exactly what random rolls to use, what rerolls to allow, and so on. But once a system is determined, that's it.
If the system is "3/4d6, reroll at the DM's whim", then what happens if everyone rolls a net +1 modifier and someone rolls +7? Does the DM have everyone else reroll, or the one player who rolls really well? If I were the player who rolled +7, I'd be really pissed if the DM tried to insist on that - such stats don't happen often.
Conversely, if one player rolls net +1, and everyone else is at +4, what happens if the reroll gives that player a +9?
So, I'm sorry, but I'll not adjudicate random rolls. The group will develop a system, and use it as written.
Why not just disallow them and have done with it? All you're doing is strutting your dislike of random methods, not allowing players to make proper use of them. A player would be DOUBLY foolish to try it under your auspices because it would be quite clear that (though you haven't SAID so) you're more than wiling to force acceptance their low rolls and blame it on the players foolish choice, but if they actually roll quite well you'll almost certainly blame it on the method and take it away from them anyway.
Not a chance. I have a preference for point-buy, but if the group decide to go with random rolls, then so be it. I'll not gloat over a player's low rolls, nor will I overrule high rolls. (Caveat: I will witness the rolls.) Once the decision is made, I'll accept it and move on. I have better things to argue about.
And, on a related note, I won't go out of my way to victimise a character because he happens to have rolled high stats, or has found a corner in the rules where his character is super-optimised. Similarly, I won't nerf the challenges faced by a character whose player has rolled low, or failed to optimise. What I will do is ensure I design challenges that allow each character time in the spotlight, preferably in a way that limits the ability of the super-character to steal the spotlight, but I'll do that for random rolls and point buy equally.
Random methods require DM's active participation. The DM needs to set minimums, maximums, to work WITH players in coming up with acceptible character concepts and to be willing to still comprimise if the randomness of the dice are uncooperative.
I generally take the view that, under a random roll scheme, the concept has to follow the stat rolls, and not the other way around. It strikes me that there are very few concepts that are so dependent on a particular number of 'good' stats that they can't work with whatever's rolled (with modification to the concept as required). Likewise, there are very few concepts that cannot be fit around a 'bad' stat or two. And those concepts really aren't suited to a random-roll scheme. If you
must have a particular combination, you should really be using point-buy.
Players likewise need to accept that even WITH DM participation the random results of the dice may NOT give them what they want and to a noteworthy degree they MUST be willing to accept less than "optimal" results. Accept that or reject it as you wish, but if you do accept it then ACCEPT it.
In the event that I'm DMing for a group that's going with random rolls, we'll have discussed the two main pitfalls of random rolls: you might be stuck with one or two bad stats, perhaps even
really bad stats, and one PC may be significantly better or worse than the others. Before the decision is taken, the group
will have been asked if they're okay with that.
Only if the answer is 'yes' will random-roll be used. Under those circumstances, I honestly don't believe it's unreasonable for the DM to deny a reroll to the player who rolled a 5. He agreed to the risk, and got unlucky.