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ability roll cheating
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<blockquote data-quote="Man in the Funny Hat" data-source="post: 2476497" data-attributes="member: 32740"><p>My experience is that it doesn't quite work that way, though it depends on how easy it is for a given DM to acquire players, or for players to find a good DM. Anyway, IME the DM generally decides what kind of game to run, what setting to use, what races & PrC's to allow, and what method will be used to roll up characters. If players have in mind a completely different kind of game than the DM then obviously discussion is needed but it's still largely the DM's decision on what kind of campaign he's going to run. After all if, as DM, I don't want to run Epic level games I'm NOT going to run epic level games no matter how much the players may want to. While compromise is possible it is still largely the DM's decision about the macro-game environment of setting, races, classes, etc. just as it's the DM's decision that counts most regarding interpretation of rules, spell effects, etc.</p><p>THAT is what the DM adjudication is for. It's my experience again that a lot of DM's don't spend any time thinking about or setting formal limits for rerolling. If they do then they too often set them where a player who does just meet the minimums isn't going to be happy, or don't set maximums/an acceptible range of one players low rolls to another players high rolls so even if the minimums might be acceptible an excessive gap in stats between characters will still create unduly irritated players. These are the things that players and DM's need to be aware of and if need be to discuss before anyone picks up dice. If you aren't going to have hard rules about what will be accepted or not in random rolls then you have to have DM adjudication.</p><p>As should we all. Unfortunately it seldom works out that way.</p><p>Although I would simply counter-argue that there should never be a need for a particular combination of stats as there are no classes that HAVE those requirements anymore.</p><p> </p><p>Part of the thing about players needing particular stats to make a given concept work is the idea that all given concepts are equally valid, but that just isn't the case. It's also incorrect to think that a concept can or ever should be a fixed, immutable idea - that once a characer concept is made that nothing is allowed to alter it at any point. The unfolding events of a campaign are undoubtedly going to bend, fold, spindle and mutilate the character concept you start out with and that's as it should be. Characters SHOULD adapt to reflect the events of a game rather than expect the events of a game to constantly conform to and facilitate their original concept. A player must be as flexible in running his character as a DM should be in running the campaign where the actions of the PC's will alter otherwise preconceived notions.</p><p>That's all I'm saying - a DM needs to be sure players understand things before they get started, players need to understand that if they choose to GAMBLE on high scores that they WANT but don't NEED any more than any other player NEEDS high scores, then there is the possibility they'll "lose" - and therefore shouldn't expect to get anything more than an average spread of results or less than the agreed minimums. Additionally, they have no right to complain or feel cheated if someone else DOES get much better results than they. Again, your OWN happiness with your character should not rely on the possibility that someone else might be happier with their character than you are with yours.</p></blockquote><p></p>
[QUOTE="Man in the Funny Hat, post: 2476497, member: 32740"] My experience is that it doesn't quite work that way, though it depends on how easy it is for a given DM to acquire players, or for players to find a good DM. Anyway, IME the DM generally decides what kind of game to run, what setting to use, what races & PrC's to allow, and what method will be used to roll up characters. If players have in mind a completely different kind of game than the DM then obviously discussion is needed but it's still largely the DM's decision on what kind of campaign he's going to run. After all if, as DM, I don't want to run Epic level games I'm NOT going to run epic level games no matter how much the players may want to. While compromise is possible it is still largely the DM's decision about the macro-game environment of setting, races, classes, etc. just as it's the DM's decision that counts most regarding interpretation of rules, spell effects, etc. THAT is what the DM adjudication is for. It's my experience again that a lot of DM's don't spend any time thinking about or setting formal limits for rerolling. If they do then they too often set them where a player who does just meet the minimums isn't going to be happy, or don't set maximums/an acceptible range of one players low rolls to another players high rolls so even if the minimums might be acceptible an excessive gap in stats between characters will still create unduly irritated players. These are the things that players and DM's need to be aware of and if need be to discuss before anyone picks up dice. If you aren't going to have hard rules about what will be accepted or not in random rolls then you have to have DM adjudication. As should we all. Unfortunately it seldom works out that way. Although I would simply counter-argue that there should never be a need for a particular combination of stats as there are no classes that HAVE those requirements anymore. Part of the thing about players needing particular stats to make a given concept work is the idea that all given concepts are equally valid, but that just isn't the case. It's also incorrect to think that a concept can or ever should be a fixed, immutable idea - that once a characer concept is made that nothing is allowed to alter it at any point. The unfolding events of a campaign are undoubtedly going to bend, fold, spindle and mutilate the character concept you start out with and that's as it should be. Characters SHOULD adapt to reflect the events of a game rather than expect the events of a game to constantly conform to and facilitate their original concept. A player must be as flexible in running his character as a DM should be in running the campaign where the actions of the PC's will alter otherwise preconceived notions. That's all I'm saying - a DM needs to be sure players understand things before they get started, players need to understand that if they choose to GAMBLE on high scores that they WANT but don't NEED any more than any other player NEEDS high scores, then there is the possibility they'll "lose" - and therefore shouldn't expect to get anything more than an average spread of results or less than the agreed minimums. Additionally, they have no right to complain or feel cheated if someone else DOES get much better results than they. Again, your OWN happiness with your character should not rely on the possibility that someone else might be happier with their character than you are with yours. [/QUOTE]
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