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<blockquote data-quote="howandwhy99" data-source="post: 5814222" data-attributes="member: 3192"><p>Point buy isn't too hard for a game designed for 3d6 randomly generated stats.</p><p></p><p>All players start with 0 [zero] points. They buy or sell up or down the ladder with increasing costs based upon the 3d6 curvilinear distribution. To keep these numbers as small as possible we have 10 = -1 and 11 = 1. Costs are logarithmic and 8 more pairs have their costs cancel each other out too.</p><p></p><p>If you want to keep volatility low, put a cap on the maximum total sold or bought. Perhaps an 18 = 100 (that's not right BTW), so with a 100 point volatility cap we can get all 10s and one 18. </p><p></p><p>Capping works nicely, but will result in even more uniform PCs whose scores already "always add up to zero". The variety is lessened and many players will often buy straight up to the cap, which lessens it even more. Some people like this though. They don't want to play a weaker character or have some one else be stronger, even though having even this limited amount of variety means both conditions will almost always be true. (Rather, some want everyone to have high stats and no one better or worse than anyone else)</p><p></p><p>The problem is, even the above point buy method still encourages min/maxing by the term's definition as used years ago. By choosing our class first we can min/max via stat buying to ease the ability to succeed with rolls when playing that class. This does actually make the game easier like playing in "normal" or "beginner" mode. Lower scores are actually more difficult to play, but given how difficult the game can become I understand wanting at least an average score in a prime requisite for a class one wants to play. So, if a player says "I want to play a fighter" and rolls a STR 3. I'll just have him roll everything over and generate a new PC. I should say though, I do like AD&Ds 3:1 and 2:1 lowering and raising of generated scores to accomplish a similar result.</p></blockquote><p></p>
[QUOTE="howandwhy99, post: 5814222, member: 3192"] Point buy isn't too hard for a game designed for 3d6 randomly generated stats. All players start with 0 [zero] points. They buy or sell up or down the ladder with increasing costs based upon the 3d6 curvilinear distribution. To keep these numbers as small as possible we have 10 = -1 and 11 = 1. Costs are logarithmic and 8 more pairs have their costs cancel each other out too. If you want to keep volatility low, put a cap on the maximum total sold or bought. Perhaps an 18 = 100 (that's not right BTW), so with a 100 point volatility cap we can get all 10s and one 18. Capping works nicely, but will result in even more uniform PCs whose scores already "always add up to zero". The variety is lessened and many players will often buy straight up to the cap, which lessens it even more. Some people like this though. They don't want to play a weaker character or have some one else be stronger, even though having even this limited amount of variety means both conditions will almost always be true. (Rather, some want everyone to have high stats and no one better or worse than anyone else) The problem is, even the above point buy method still encourages min/maxing by the term's definition as used years ago. By choosing our class first we can min/max via stat buying to ease the ability to succeed with rolls when playing that class. This does actually make the game easier like playing in "normal" or "beginner" mode. Lower scores are actually more difficult to play, but given how difficult the game can become I understand wanting at least an average score in a prime requisite for a class one wants to play. So, if a player says "I want to play a fighter" and rolls a STR 3. I'll just have him roll everything over and generate a new PC. I should say though, I do like AD&Ds 3:1 and 2:1 lowering and raising of generated scores to accomplish a similar result. [/QUOTE]
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