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Array v 4d6: Punishment? Or overlooked data
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<blockquote data-quote="pemerton" data-source="post: 6414233" data-attributes="member: 42582"><p>Just adding to what Ridley's Cohort said:</p><p></p><p>In Classic Traveller PC generation involves rolling for stats, admission to a desired profession, the possibility of conscription, number of terms served, skills acquired, and benefits received upon mustering out.</p><p></p><p>In Stormbringer, stats, nationaity (= race), class, some skills, and starting money are all rolled randomly. Character progression is also determined by random rolls. Runequest is similar.</p><p></p><p>In D&D, starting money used to be rolled for on 3d6; in AD&D there were still rolls, but the amount varied by class; in 4e starting money was fixed at a uniform amount for all classes; in 5e starting gear can either be fixed (by class and background) or rolled for (by class, and on mutiple d4 tending thereby to produce tight clustering around the mean).</p><p></p><p>In D&D, when stats are rolled for, practices differ widely over whether players get to allocate the stats, or adjust them (as in Moldvay Basic) or choose from multiple rolled sets (as per some of the options in Gygax's DMG) or have to take the result of a single set of rolls. The latter can become tantamount to rolling for class, especially in AD&D where many classes have rather strict ability score requirements.</p><p></p><p>So it seems to me that rolling for any quantifiable element <em>does</em> make as much sense, a priori, as rolling for any other quantifiable element.</p><p></p><p>Of coures, no actual game determines these things purely a priori! We're looking for approaches to PC build that are fair and fun relative to our RPGing goals. Because those goals differ, so will the appropriate approaches.</p></blockquote><p></p>
[QUOTE="pemerton, post: 6414233, member: 42582"] Just adding to what Ridley's Cohort said: In Classic Traveller PC generation involves rolling for stats, admission to a desired profession, the possibility of conscription, number of terms served, skills acquired, and benefits received upon mustering out. In Stormbringer, stats, nationaity (= race), class, some skills, and starting money are all rolled randomly. Character progression is also determined by random rolls. Runequest is similar. In D&D, starting money used to be rolled for on 3d6; in AD&D there were still rolls, but the amount varied by class; in 4e starting money was fixed at a uniform amount for all classes; in 5e starting gear can either be fixed (by class and background) or rolled for (by class, and on mutiple d4 tending thereby to produce tight clustering around the mean). In D&D, when stats are rolled for, practices differ widely over whether players get to allocate the stats, or adjust them (as in Moldvay Basic) or choose from multiple rolled sets (as per some of the options in Gygax's DMG) or have to take the result of a single set of rolls. The latter can become tantamount to rolling for class, especially in AD&D where many classes have rather strict ability score requirements. So it seems to me that rolling for any quantifiable element [I]does[/I] make as much sense, a priori, as rolling for any other quantifiable element. Of coures, no actual game determines these things purely a priori! We're looking for approaches to PC build that are fair and fun relative to our RPGing goals. Because those goals differ, so will the appropriate approaches. [/QUOTE]
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