'Balancing' rolled characters

I wouldn't worry about it, but if you do, you could give them some extra starting money to balance things out.

Stats, level, money, the three general measures of power in the game.
 

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other ideas

1)
roll 1 set of scores. Each PC gets these scores, but may arrange them the way they wish


2) let everyone roll, then assign ECL increasing templates to the people with the poor scores, with no corresponding increase in ECL. The guy with the 23 point character might get to play a drow for free, for example.

Ken
 

I seem almost alone in agreeing with the original poster. I've been playing and DMing (mostly DMing) for about 20 years now, and the disparity in rolled stats has always bugged me, now more than before since it's a blatant exception to the "characters of the same level are roughly balanced with each other" concept. In my current game, the PCs rolled stat's total modifiers varied between +4 and +11, and the +11 character ws *much* more effective than the +4. Think about it: the difference between +4 and +11 is equivalent to a +1 or +2 ECL race, or many thousands of gp in magic items.

For my next game, I'd prefer to use point-buy, but the players don't think it's "real D&D" unless you get to roll six-siders. ;) So I've been considering various ways of balancing (oooh....) rolled characters. There's a good proposal at http://boards1.wizards.com/showthread.phps=&threadid=65814 that involves awarding XP to high-stat characters as if they has a Level Adjustment. I've also considered giving low-stat characters an extra starting feat, and taking away the starting feat for high-stat characters (for whatever ranges I define as "high" and "low").
 


Think about it: the difference between +4 and +11 is equivalent to a +1 or +2 ECL race, or many thousands of gp in magic items.

Well, that kinda supports my view. How many campaigns have one or more characters that are a level or two behind the others? Or maybe a couple characters have a really nice magic items that no one else has? That kind of disparity happens all the time and is easily dealt with. I don't see a disparity in stats as being any different. Maybe there's a minor challenge for the first couple levels, but I've personally never seen it affect much beyond that.

But, again, it's really personal preference. I agree with Cedric. "Balance" is my new hated work in RPG. Everything is so equalized now in D&D, it's becoming bland. Anyway, that's just me and my opinion. :)
 

re

When a player rolls substantially lower than the others, I wait for him to choose a character concept and assign stats and then arbitrarily raise a few of his stats. That is honestly the easiest method of balancing any inequalities. You don't have to go to high, just enough to make the person feel a little better about their character.

That is how I personally handle it in my campaigns. Any kind of arbitrary change to a characters innate abilities should really only be done if it is planned for the campaign. It is just as much of a headache for the player because they will have to keep track of something that is not listed in the books. Just make it easy on yourself and let them make a character, then give them some arbitrary stat increases that you think are fair.
 

hong said:
Of course, if you can't hack the bad rolls, then you should have just stuck with point buy, you piss-poor excuse for a gambler. ;)

Amen! That's half the fun! It's not gambling if there's no risk...

Sometimes you're the dog...and sometimes you're the hydrant.
 

Re: re

If the DM can handle an "unbalanced" group, it's not a problem.

In our current group, the DM used a rather odd method for character creation. We each rolled one sets of stats for ourselves. If the set didn't contain an 18, roll again. And keep rolling, until you have a stat set with an 18. Now, pick any one of your sets to use.

I had to pass on my set with the 18, because the other scores were total crap. But the set I finally settled on was rather odd. I now have a STR = 5 and CHA = 7 for my gnomish rogue. Whereas, most of the other party members seem to have 12+ in most stats, with an 18.

How do I compesate? I play a rogue. I don't do front line fighter stuff, unless I can flank for the sneak attack damage. I stand in the back, and hurl items out of my bag of tricks. I use a crossbow. I took Weapon Finesse: Dagger for a feat in case I have to get in melee (that makes a huge difference when your STR = 5 and your DEX = 16 :D ).

The DM placed a set of magical lock picks in one dungeon. They add +3 (instead of the usual +2 for masterwork lock picks). But they also allow my rogue to take damage to make up the difference on certain Open Lock skill checks. With a CON = 14 and near max h.p., he's a tough little bugger who can take a little extra damage to help the party get past that lock....

So, as long as you're comfortable with an "unbalanced" party, it doesn't have to be a problem. Just give each character a place to shine occasionally, stress team work, and have fun.
 

I think you are missing the point. some people are just more gifted genetically then others. This is evident in the world arround us, why should it not be so in the game as well? rolling by any system you choose is fair as long as all the players roll the same number of dice. Its been my expierence that players accept this so long as no favored treatment was shown in character generation.
 

My suggestion? Let her add five or six to one stat, giving her one ability at, let's face it, a legendary ability, and subtract the same number from another stat, giving her one around five or so. Encourage her to have fun with the low stat as well as the high.
 

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