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General Tabletop Discussion
*TTRPGs General
'Balancing' rolled characters
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<blockquote data-quote="Cullyn" data-source="post: 1051282" data-attributes="member: 13449"><p>I have to agree with Wombat here. I've run several games in the past and have always used a slightly modified method of rolling characters so that you have that chaotic edge while still providing your players with charcters that feel powerful. After all, they are heroes. The method I use will usually give them one or two reasonably high stats, around 16 or so, and the rest ranging from average to middling. </p><p></p><p>For the curious, I generally use the following:</p><p></p><p>Roll 4d6 six times, dropping the low number each time.</p><p>If you like the numbers rolled, place according to preference.</p><p>If you don't like the numbers, you lose all the rolls and roll 4d6 six more times.</p><p>Rinse and repeat.</p><p></p><p>Admittedly, it's not anywhere near an "accepted" method, but it does seem to add a lot of excitement even to character creation when someone rolls a 17 for the first throw and then a 9 for the second. I've seen some of my players agonize (in a fun way) over the decision to keep a set of rolls or not.</p><p></p><p>Using this method, I don't need to worry about "balancing" the characters so much as the stats they end up with are mostly their decision and they are generally delighted that they have the ability to create their characters in this method. As far as balancing the characters with the entire game, it's easy to just bump up a few hit points or something on the beasties they face, though generally that doesn't need to be done.</p><p></p><p>Just my two cents from a recent lurker. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Cullyn, post: 1051282, member: 13449"] I have to agree with Wombat here. I've run several games in the past and have always used a slightly modified method of rolling characters so that you have that chaotic edge while still providing your players with charcters that feel powerful. After all, they are heroes. The method I use will usually give them one or two reasonably high stats, around 16 or so, and the rest ranging from average to middling. For the curious, I generally use the following: Roll 4d6 six times, dropping the low number each time. If you like the numbers rolled, place according to preference. If you don't like the numbers, you lose all the rolls and roll 4d6 six more times. Rinse and repeat. Admittedly, it's not anywhere near an "accepted" method, but it does seem to add a lot of excitement even to character creation when someone rolls a 17 for the first throw and then a 9 for the second. I've seen some of my players agonize (in a fun way) over the decision to keep a set of rolls or not. Using this method, I don't need to worry about "balancing" the characters so much as the stats they end up with are mostly their decision and they are generally delighted that they have the ability to create their characters in this method. As far as balancing the characters with the entire game, it's easy to just bump up a few hit points or something on the beasties they face, though generally that doesn't need to be done. Just my two cents from a recent lurker. :) [/QUOTE]
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