D&D 5E Array v 4d6: Punishment? Or overlooked data

First, let's clear away the underbrush.

Fairness and participation
people are confusing "fair" with "lucky". They mean different things. If everyone is treated the same, given the same choices and opportunities, then they are being treated fairly.
I discussed this upthread, pre-necro.

Fairness is a widely discussed concept. For instance, there is a vast literature triggered by the publication, over 40 years, ago, of Rawls's A Theory of Justice, which defends a conception of "justice as fairness". I don't know if you're familiar with that literature or not; I know it very well.

For current purposes, it's enough to say that what counts as fairness in relation to a particular social situation or endeavour depends, in part, on the nature of that endeavour.

The endeavour we are talking about - or, at least, that I am talking about - is a D&D campaign that may last for several years. I don't regard it as fair that a significant determinant of a player's ability to have an impact during that campaign should turn on a single set of preliminary dice rolls. The fact that every player has an equal chance of being stuck with an unfair outcome doesn't cure the unfairness.

if me and Bob are both given $1000 and I put mine in the bank and Bob invests his in a risky venture and doubles it, I'm not being treated unfairly.
Even if this was true - and without more information we can't tell (eg what if Bob was engaged in insider trading?) - what does it have in common with a D&D game? A D&D game is not an investment, nor a gamble. It's a leisure activity that takes place over time, with the player character as the player's principal vehicle for participation in the game. If it's unfair for different participants to have vehicles of differing quality, an equal chance of having a good or a bad vehicle won't cure the unfairness.

D&D is a team game. This attitude of PC vs PC competition (no one can be better than me) is toxic, IMO
Not everyone regards PC vs PC competition as toxic. (For instance, it was a pretty integral part of play in the game's early days.) In my game, the PCs frequently have different preferences for how NPCs should be treated, for which goals should be pursued, for how to prioritise matters, etc. Some of these differences are resolved by non-mechanical negotiation among the players. Others are resolved via mechanical play - eg a player declares an action for his/her PC in relation to an NPC. In situations of the latter sort, I prefer that the players come to the game on a roughly even mechanical footing.

Even those who play the game as fully or mostly cooperative can have a good reason to want every player to be able to contribute equally. It's a leisure activity, played for fun. Spectating, cheering on from the sidelines, or playing the sidekick, is often not as much fun as being an equal participant.


Mechanical difference and statistics
What exactly is "better mechanically" or "impacts play significantly"? A +1 bonus? A +2 bonus? Because that's all you're going to get if you take the risk to roll vs. array or point by.
You keep talking about expected values. I have made it plain that I mean actual values.

Some rolled characters will have significantly better stats than some other rolled characters (eg compare a rolled 18, 17, 16, 16, 12, 11 to a rolled 16, 14, 12, 12, 9, 8 ). Some rolled characters will similarly have better stats than points buy/array characters.

I do not care for this in my game. Hence I do not prefer rolled stats.

You also will most likely have extra -'s as well, which you keep ignoring

<snip>

Nevermind the fact that the PC most likely also has an additional "-" or lower value in another stat than your PC (because that's how statistics works).
You seem to be ignoring that I'm not talking about expected values. I'm talking about actual values. (If you don't understand the difference between expected values and actual values then you seem to be confused about how statistics works. 4d6 choose lowest, with 6 repetitions, is going to produce plenty of actual value sets that deviate markedly from the expected values.)

If the selling point of rolled stats was that extra high stats were set off against extra low stats, then you could just change the point buy/array options. (Although, given that a bonus in a primary stat is generally stronger than a numerically equivalent penalty in a secondary stat, this is not a straightforward design issue.)

But I'm not talking about the trade-offs in high vs low stats. I'm talking about the spread of actual values that results from rolled stats, namely, that some players end up with noticeably better stats, while others end up with noticeably worse.

It is indisputable fact that the game assumes PCs will have different values in their bonuses/penalties.
No one is disputing this. The issue is about one character being mechanically stronger than another.

the two styles more often than not end up with similar results.

<snip>

why do you still steadfastly argue that random gen is bad when it doesn't result in any more variation than what currently is there?
These two claims are false. The two styles do not end up with similar results. Rolling does produce more variation, and that variation has different patterns. Points buy or array builds end up with PCs who have breadth, or depth, but not both. Rolling allows lucky players to have PCs who have both breadth and depth, while leaving some other players with little of either.

In other words, it's inherent in rolling that some players will end up with better stats than others.

(If by "rolling" you meant rolling on a table of point-buy arrays, it would be a different matter. But by "rolling" I'm pretty sure you mean 4d6 drop lowest, or something similar.)

In my array game right now, the two fighters have different bonuses to hit and damage and have since creation based on the choices of array distribution and race.
Assuming that the array rules are properly designed, and assuming that your players' build choices express their preferences, this is unremarkable. One has chosen depth, the other breadth. It's like choosing a feat over a stat increase.

Someone who rolls stats and gets the 18, 17, 16, 16, 12, 11 result does not have to choose breadth vs depth. S/he has both. Another way of looking at it is that s/he has got multiple free feat/ability score gains for free.

Choosing how to distribute your array or point buy, and choosing which race to play are also choices. It's all a choice.
But getting 18, 17, 16, 16, 12, 11 from rolling, vs 16, 14, 12, 12, 9, 8 is not a choice. It's luck. I don't see how extolling the virtues and consequences of choice in PC building gives me any reason to want die-rolled stats.

It's actually you guys who are arguing that one (random chargen) is worse than the other.
I'm not arguing that die-rolled is worse for you. Of course I'm arguing that it's worse for me - if it wasn't worse for me then I would have no reason not to use it! But it is worse for me, and hence I do have a reason not to use it.

Which is why I don't.

******************

Now that the underbrush has been cleared,

The actual issue
Some times one ends up mechanically better than the other, and vice versa.
OK, I've bolded the relevant bit. This is what I have been saying. [MENTION=9053]SteveC[/MENTION] has said the same thing. It makes all the preceding attempts to argue that there is no mechanical impact of rolling largely irrelevant.

Just that someone else might be a little better overall is what chaps your hide and you can't have that.
Correct. I don't understand why it "chaps your hide" so badly that some people do not want these sorts of variations in mechanical effectiveness among PCs as part of their game.

What I am saying is that the arguments I'm seeing for why random chargen is bad seems to be coming down to sour grapes or jealousy.
Let me reiterate the argument, then.

I prefer a game in which every player has more-or-less the same chance to mechanically impact the fiction via his/her PC. PC build rules that give some players mechanically superior characters to other players are at odds with this preference. Hence I don't use them.

There is no jealousy. There is no sour grapes. There is a preference for an equal capacity of players to play the game by mechanically impacting the fiction via their PCs. That's all.

Let's look at the arguments:

1. I don't like one PC having a significant mechanical advantage over another
Correct. This is my argument. It involves neither jealousy nor sour grapes.

(Your other number comments are various sorts of reiterated denials of the premise that one PC will be mechanically stronger than another. I have already responded to them above.)
 

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As you say, this is a preference, so I am not trying to convince you otherwise. But for me... I like the idea of roleplaying a human that happens to exist in that world, using point buy feels more like I am designing an android instead. To me if feels unnecessarily artificial that all 5 PCs are at the exact same starting point.
Plus, by rolling I have a greater feeling of uniqueness. Two fighters are likely to have very similar, if not identical, starting stats. By rolling, the stats are more 'yours' rather than 'same as everyone'.

If a +1 or +2 mechanical difference does not matter, as some are vehemently arguing, then there is no reason for two Fighters to look similar. You have plenty of room to make that android a real boy, you just need to choose to make the effort.
 

Does anyone go the extreme the other way from rolling? I'm not talking just point buy or even the standard array. But a set score for each stat so all characters before racial adjustments have the exact same stats in all attributes? This sounds like it would be most fair and balanced.
 

The d20 roll decides if you live or die from that attack.

What I suspect is many people are pretending to enjoy dice games but actually rebelling against the system.

DMs fudging dice rolls to prevent your PC from dying is just more proof that people actually don't play by the dice, or by the rules.
You don't have to suspect. You can ask.

In some recent "fudging" threads I have explained why I dislike fudging. So has [MENTION=22779]Hussar[/MENTION]. But he and I are both, in this thread, explaining a preference for points buy/array over rolled stats. Hence your conjectured correlation doesn't generally hold.

Upthread, both pre- and post-necro, I have also explained why I regard the d20 rolls of action resolution as being in a different category from the mechanics of PC building. [MENTION=9053]SteveC[/MENTION] summarised this nicely in a recent post: one is play, the other is prologue.

Stat rolling prevents cookie cutter PCs.

<snip>

The game is playing a role, and point buy makes that role that of a hero with no major flaws or standout physical or mental attributes.
Personally, I don't think that stat spread plays a terribly big role in differentiating PCs. I think the choice of strong vs weak stats, plus other abilities that are emphasised or downplayed in PC build, makes a bigger difference.

That said, in my 4e game the PCs had different starting stat spreads, despite using points buy:

18,14,11,10,10,8 (Deva invoker, starting 20 WIS and 16 INT)
16,16,12,12,10,8 - with race mod to both 16s (Drow sorcerer, starting 18 CHA and DEX)
16,14,14,13,10,8 - with no race mod to the 16 (Dwarf fighter, starting 16 STR)
16,14,14,13,10,8 (Elf ranger-cleric, starting 18 DEX and 16 WIS)
16,14,13,12,11,10 (Tiefling paladin, starting 18 CHA, 14 WIS, 15 CON)​

By 29th level, the variation is more marked (PCs listed in the same order):

28,24,13,12,12,10
28,26,14,14,12,10
26,20,19,18,12,10
28,26,16,15,12,10
28,20,18,14,14,12​

If you want greater stat variation, there are other ways of doing this besides 4d6 drop lowest. [MENTION=6777696]redrick[/MENTION] gave an interesting one not very far upthread. Setting up a table with 10 or 20 points-buy/array spreads and having each player roll on the table is another.

If I was playing a variant human with stat buying, I would take a 17 in my main stat and a feat to make it 18, every time.
If there is a single optimal strategy, that looks like a problem with the game design. This is not the case in 4e, as per the stat spreads posted above. I'd be surprised if it was really the case in 5e either.

But if it is a problem in 5e, then the solution seems to be to fix the game rather than make players have a random chance of being forced into a suboptimal strategy!

If I can craft the entirety of my character, why not craft hit points too? Why not craft when they die?
The difference between PC build and actual play of the game has been addressed above. As for "crafting" hit points, this has been a part of some games (eg Rolemaster, HARP) for a long time now. The world didn't end.
 

Does anyone go the extreme the other way from rolling? I'm not talking just point buy or even the standard array. But a set score for each stat so all characters before racial adjustments have the exact same stats in all attributes? This sounds like it would be most fair and balanced.
Why does it sound like that?

For instance, a starting array of 16 STR and 12 in every other stat doesn't look particularly balanced to me. Non-fighters are somewhat hosed.
 

Why does it sound like that?

For instance, a starting array of 16 STR and 12 in every other stat doesn't look particularly balanced to me. Non-fighters are somewhat hosed.

If those are the starting stats and the player chooses to play a wizard then that was their own choice. We can't protect players from making these choices or at least we really shouldn't. I would argue that if those are the stats given the DM wants a party full of fighters and that can be a lot of fun.
 

If those are the starting stats and the player chooses to play a wizard then that was their own choice. We can't protect players from making these choices or at least we really shouldn't. I would argue that if those are the stats given the DM wants a party full of fighters and that can be a lot of fun.
An all fighter game may or may not be fun, but I don't understand how this relates to your claim about fairness and balance.

You said "a set score for each stat so all characters before racial adjustments have the exact same stats in all attributes . . . sounds like it would be most fair and balanced." Why would it be more "fair and balanced" for the GM to mandate 16 STR and 12s everywhere else, than (say) to allow everyone a 16 in their primary stat (whatever class they choose) and then 12s everywhere else?
 

An all fighter game may or may not be fun, but I don't understand how this relates to your claim about fairness and balance.

You said "a set score for each stat so all characters before racial adjustments have the exact same stats in all attributes . . . sounds like it would be most fair and balanced." Why would it be more "fair and balanced" for the GM to mandate 16 STR and 12s everywhere else, than (say) to allow everyone a 16 in their primary stat (whatever class they choose) and then 12s everywhere else?

For two reasons. I'm not convinced yet in 5e that all the classes are balanced against each other so I'm ignoring them in this exercise.. I do know that not all attributes are balanced against each other. Constitution is useful for everyone for hit points but only certain classes can take advantage of Charisma. Dexterity still seems to be the most useful attribute to everyone so a character with a 16 dex is not going to be balanced with a character that has a 16 charisma.
 

Uh, any of them. As someone who favors a point-buy or array system, I don't want anyone to be better--or worse--by chance at the start of the game. Yes, that means I also prefer static hit point increases, for instance.



I prefer the factors that you decide when you build a character to be controlled by you, the player, and not subject to random factors.



This isn't a strange notion: there are many, many games out there with this assumption. In fact I'd say that games that aren't based on AD&D or the OSR use this method overwhelmingly.



When you're playing the game, all bets are off: if you pick up a +1 sword, well, good for you. Find a manual of gainful exercise, and your strength goes up. Cool for you! The game mechanics set equality for opportunity, not result.



As I write this, I find it increasingly difficulty to understand why this is something that needs to be argued, but I suspect that you have not played many games outside of D&D or OSR games. For RPGs that aren't D&D, this is par for the course. You could argue that this is the very reason for some of their existence.



I strongly suggest playing a game like Dungeon World if you haven't. It's SRD is free and you can find it right here. Other games like Fate, the Star Wars RPG, the Hero System and many more of them all approach character building this way, and many of them have been around for decades.



If I'm not playing a game that's Diceless (like, say Amber, or it's new incarnation Lords of Gossamer and Shadow), I'm all-in for randomness in my gameplay because I like uncertainty as a part of the game part of an RPG.



I just prefer the character creation to be something I control. You ask a lot of questions about why that matters, but the simple answer is "it's a preference." At my age, I don't get a lot of time to play RPGs (this 'lack of time thing' has sort of become my mantra) so I find that I play games that actually cater to my preferences at this point, which 5E certainly can do, although I don't think it does this as well as previous editions.


Just speaking for my own tastes, but the the lack of randomness in character generations is part of my lack of interest in those games. Personally, I am more fascinated by something like Traveller, letting random generation reign supreme. If we could make D&D char Gen even more random, I would be happy. Dungeon Crawl Classics is a lot of fun that way.
 

not all attributes are balanced against each other. Constitution is useful for everyone for hit points but only certain classes can take advantage of Charisma. Dexterity still seems to be the most useful attribute to everyone so a character with a 16 dex is not going to be balanced with a character that has a 16 charisma.
Suppose this is so, I don't see how you increase the fairness/balance by making everyone have the exact same stats. Because a 16 STR is more useful for some PCs than others also. (As noted above, it is more useful for fighters than for wizards.)
 

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