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General Tabletop Discussion
*TTRPGs General
'Balancing' rolled characters
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<blockquote data-quote="Barendd Nobeard" data-source="post: 1051836" data-attributes="member: 960"><p><strong>Re: re</strong></p><p></p><p>If the DM can handle an "unbalanced" group, it's not a problem.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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 <em>Weapon Finesse: Dagger</em> for a feat in case I have to get in melee (that makes a huge difference when your STR = 5 and your DEX = 16 <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> ).</p><p></p><p>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....</p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="Barendd Nobeard, post: 1051836, member: 960"] [b]Re: re[/b] 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 [i]Weapon Finesse: Dagger[/i] 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. [/QUOTE]
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