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Array v 4d6: Punishment? Or overlooked data
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<blockquote data-quote="pemerton" data-source="post: 6626838" data-attributes="member: 42582"><p>And? This just reinforces the reasons why I, and others, prefer not to use rolled stats. It doesn't show that it is adding anything to the game.</p><p></p><p></p><p>You continue not to address the difference between PC build and action resolution. That dice play a role in the second doesn't give me any reason to want dice to play a role in the first.</p><p></p><p>Hence I don't use them for PC generation. That's hardly a radical approach to the game.</p><p></p><p>So rolling stats is good because (i) I can play a non-stat dependent PC if I roll badly (too bad if I wanted to play a melee fighter), or (ii) the GM might drop magic items that make my stats irrelevant?</p><p></p><p>How are these reasons not to use a different stat generation method which (i) allows me to build the melee fighter I want to play, and (ii) doesn't need magic items to compensate for the outcomes of the dice rolls?</p><p></p><p>Bully for you! Do you think you're somehow unique in this regard?</p><p></p><p>The point under discussion isn't whether or not I, or [MENTION=67338]GMforPowergamers[/MENTION], or anyone else, can make a 14 main stat character work well. We've all been round the D&D block a few times, and I think we could all handle it. The question is whether it adds to, or detracts from, the game when the PCs have significant variation in mechanical capability.</p><p></p><p>I and others think it does. That a situation is tolerable goes very little distance to showing that it is ideal.</p></blockquote><p></p>
[QUOTE="pemerton, post: 6626838, member: 42582"] And? This just reinforces the reasons why I, and others, prefer not to use rolled stats. It doesn't show that it is adding anything to the game. You continue not to address the difference between PC build and action resolution. That dice play a role in the second doesn't give me any reason to want dice to play a role in the first. Hence I don't use them for PC generation. That's hardly a radical approach to the game. So rolling stats is good because (i) I can play a non-stat dependent PC if I roll badly (too bad if I wanted to play a melee fighter), or (ii) the GM might drop magic items that make my stats irrelevant? How are these reasons not to use a different stat generation method which (i) allows me to build the melee fighter I want to play, and (ii) doesn't need magic items to compensate for the outcomes of the dice rolls? Bully for you! Do you think you're somehow unique in this regard? The point under discussion isn't whether or not I, or [MENTION=67338]GMforPowergamers[/MENTION], or anyone else, can make a 14 main stat character work well. We've all been round the D&D block a few times, and I think we could all handle it. The question is whether it adds to, or detracts from, the game when the PCs have significant variation in mechanical capability. I and others think it does. That a situation is tolerable goes very little distance to showing that it is ideal. [/QUOTE]
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Array v 4d6: Punishment? Or overlooked data
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