D+1
First Post
We can accept the facts that A) just because another player has a PC with better scores than mine doesn't mean my enjoyment of the game and my own character is diminished, B) Random generation is generally directly at odds with the idea that all PC's will be created equal (if you want randomness you get less equality, if you want more equality then you sacrifice randomness), C) PC's are not generally in competition with each other any more than the players are - having fellow adventurers that are very good at what they do is to your own benefit, D) equality of characters is a non-starter.scholz said:I like this system. I do have one question. It has to do with the very lucky and very unlucky rollers. I ran a game where some people rolled a couple 17+s (nothing below 10) and one sad person rolled one 15 and a bunch of lower than 10 scores. Now, back in the day, we would just play the sad character until he or she died. But in 1st edition low scores were not necessarily so bad. In 3rd ed, I think low scores really suck and big differences in stats can really play a big difference in performance in the game. So what can we do?
Already at 1st level PC's are unequal even if they have identical stats because of the emphasis the DM may design into the campaign world or individual adventures as well as the playing abilities of the players themselves and the attitudes they give to a character. That inequity only increases with level even while the influence of better or worse ability scores DECREASES over time as other factors influencing die rolls vastly increase.
The greater the randomness and inequity of initial ability scores among PC's the more the DM needs to be willing to step in and allow re-rolls of low characters even if they DO meet pre-determined "minimums" and/or even require re-rolls of inappropriately high-stat characters. So long as the player are made aware BEFORE they begin rolling what you would be doing and WHY.I suggested an experience bonus to the low score person, that drew the ire of the lucky ones. I ended up trying to tailor magic items to the unlucky persons character, but it felt a little odd doing so. I wish there was some sort of balance and randomness.
BTW - ASK the players what they want and why. Rather than simply dictate to them what they will use, show them some options and explain what you think are the benefits/drawbacks of each, followed by the one that you prefer to use. They might just surprise you with their opinions.