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General Tabletop Discussion
*TTRPGs General
'Balancing' rolled characters
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<blockquote data-quote="Conaill" data-source="post: 1054227" data-attributes="member: 1264"><p>Ah, this topic again! <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>I'll just post the character generation methods that I usually recommend when these threads crop up. All three are designed to give you some randomness, but be much better balanced than purely rolled stats...</p><p></p><p>1) The deck of cards method mentioned by RedShirtNo5 earlier: take a deck, remove everything except for the 1-6 cards, deal 6 stacks of 4 cards and drop the lowest card from each stack. Gives almost *exactly* the same distribution of <em>individual</em> stats as 4d6-drop-lowest, but the <em>set</em> of stats will be much better balanced.</p><p></p><p>2) Roll stats as desired, and calculate their point-buy value. If the value is <em>above</em> some desired point-buy, the player can <em>decrease</em> stats until it matches the desired value. If the value is <em>below</em> the desired value, <em>increase</em> some stats until it matches. Perfectly point-buy balanced and still allows some degree of fine-tuning by the player, but will lead to much more "natural" sets of stats, and can't be totally min-maxed.</p><p></p><p>3) Only roll 3 stats using 4d6. The remaing 3 stats are equal to 25 minus the first three (max 18). The sum of all stats will be perfectly balanced (unless you happen to roll a 6 or lower). For every high stat you get a low one, for every even stat you also get an odd one.</p><p></p><p></p><p>Pet Peeve: Do NOT use point-buy using a randomized value (e.g. 25+d6 points). That will give you exactly the <em>worst</em> of both worlds: the inequality of rolled stats, with the min-maxing of point-buy. Rather, you want a method which combines the fairness of point-buy with the randomness and excitement of rolled stats, as the methods above do...</p></blockquote><p></p>
[QUOTE="Conaill, post: 1054227, member: 1264"] Ah, this topic again! :D I'll just post the character generation methods that I usually recommend when these threads crop up. All three are designed to give you some randomness, but be much better balanced than purely rolled stats... 1) The deck of cards method mentioned by RedShirtNo5 earlier: take a deck, remove everything except for the 1-6 cards, deal 6 stacks of 4 cards and drop the lowest card from each stack. Gives almost *exactly* the same distribution of [i]individual[/i] stats as 4d6-drop-lowest, but the [i]set[/i] of stats will be much better balanced. 2) Roll stats as desired, and calculate their point-buy value. If the value is [i]above[/i] some desired point-buy, the player can [i]decrease[/i] stats until it matches the desired value. If the value is [i]below[/i] the desired value, [i]increase[/i] some stats until it matches. Perfectly point-buy balanced and still allows some degree of fine-tuning by the player, but will lead to much more "natural" sets of stats, and can't be totally min-maxed. 3) Only roll 3 stats using 4d6. The remaing 3 stats are equal to 25 minus the first three (max 18). The sum of all stats will be perfectly balanced (unless you happen to roll a 6 or lower). For every high stat you get a low one, for every even stat you also get an odd one. Pet Peeve: Do NOT use point-buy using a randomized value (e.g. 25+d6 points). That will give you exactly the [i]worst[/i] of both worlds: the inequality of rolled stats, with the min-maxing of point-buy. Rather, you want a method which combines the fairness of point-buy with the randomness and excitement of rolled stats, as the methods above do... [/QUOTE]
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