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character creation???

dcollins said:
Furthermore, something that routinely gets overlooked when people clamor for additional character fine-tuning options (like point-buying stats), is that it makes it harder for new players to pick up the game.

I agree. We should all be using the standard array. Makes it SOOO much easier for new players, and all the characters are balanced. (Only partially kidding!)

Interesting fact: with the standard 4d6 rolling method, only about 10% of all characters should have an 18 (before racial mods). If half of your party has an 18 stat, something's going on...


BACK ON TOPIC: What are some other character generation methods in different gaming systems? I understand in Amber, stats are auctioned off among the players, right?
 
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in gurps what is the difference between a skill and an advantage? Are they similar to feats? Are they like building a PrC?? I just don't understand!
 


redwing said:
in gurps what is the difference between a skill and an advantage? Are they similar to feats? Are they like building a PrC?? I just don't understand!

There are no classes or levels in GURPS, so there are definitely no PrC's either. ;)

Advantages are pretty much like feats in 3rd Edition. (AFAIK, D&D skills and feats are based directly on GURPS and similar gaming systems.) They're typically more innate or inborn than feats in D&D though. Stuff like Night Vision, or Alertness etc. Learned abilities like special combat maneuvers typically fall under skills.

Skills are a lot more pervasive in GURPS: weapon proficiencies are just another skill, ditto for shield use and parrying (based on weapon skill). Overall, I feel the separation between inborn and learned abilities is a lot cleaner in GURPS.

Check out GURPS Lite for a free 32-page booklet with the basic GURPS rules.
 

In Shadowrun they use a priority system. You have five priorities A,B,C,D,E. You assign different categories to those values to determine what is the focus of your character. The categroies are Resources, Attributes, Skills, Magic, and Race. The higher priority you assign to a category the better you are at it. The value you assign to a cetgory determines how much you get for it (i.e A skills gives you 40 skill points whereas E skills gives you only 17). For example lets say i had a character who assigned the following priorities:

A: Resources
B: Attributes
C: Skills
D: Race
E: Magic

This gives me a charachter who is very rich, has really good attributes, pretty good skills, lets me play a slightly better than human race (such as orc or dwarf), and has no magic. It's really cool, I think. In fact I'm planning on making a similar system to use with D20.
 
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I hate rolling stats.

The game I played at school had rolled stats - 4d6 drop reroll all ones, which is even higher powered than 5d6, drop 2. I roll 13, 8, 14, 12, 17, 9 - which is 29 points, but arrayed with some inefficiency. Our wizard had something close to 14, 15, 15, 17, 14, 12. And the sorcerer had 18 strength and 15 Con. I had placed my scores into a fairly martial array, with the physical "tank" stats coming in second only to wisdom. However, both the arcane casters were stronger and tougher than the cleric intended to be strong and tough.

Of course, I was playing a cleric, and I like to think that was playing fairly well, so it balanced out. However, what happens when the high stat character is in the hands of the most skilled player? What happens when the experienced power-gaming player rolls the high stats instead of the newer players? With point buy, a smart person can gain a bit of an advantage, but not as much as the possible wide disperity in stats rolling can produce.

Another reason to like point buy is that 18s are pretty rare.

Assuming you allow players to assign the stats they roll as they wish (the standard way), then newbies still need to know what stats do what.

I've played in an online that used an Amber-like method of character generation. The auction was only for special advantage like social positions - captain of the guard gone for 20 points, friend of the elven tribe for 70, etc. It was pretty cool, except that it seemed like it would be easy to try and out bid someone at the very end.

Alternity is like GURPS, but it uses levels to track advancement. However, characters are somewhat limited in the max ranks in a skill by level. Achievement benefits are also based off level, but you still have to buy them with points. The Achievement benefits allow the character to buy up stats and advantages, along with some other things like Extra Action, or an extra point of wound damage, however, it's usually cheaper to buy things at character creation than as an achievement benefit. Skills also have Rank Benefits. Enough ranks in Modern Ranged Weapons - Pistol, and you learn Quickdraw and Double Shot. Most rank benefits can be bought early as well. The rank benefits encourage players to get ranks in the skill, as opposed to increasing the attribute. They're also really cool. Unlike GURPS, it places stats in a seperate pool from everything else. You might get 60 points to divide between 6 stats (same as DnD, but with different names), and then get a number of skill points based off your INT. There are also classes, but they're very flexible.

HERO works pretty much the same as GURPS. However, there are more stats, and with GM approval, you might buy a Power even in a non-super game, with limitations to make the Power reflect an extraordinary level of skill rather than a super power.

A skill is usually something trained, that increases with more training. Advantages are often things like Speed Reading, Photograhpic memory, or something that reduces the cost of a group of skills. The Linguist advantage would make it cheaper to buy languages. So they're somewhat similar to feats, but most don't have as much of a combat effect, and they aren't in chains. However, some can be bought at different levels.
 

Okay, I've not evangelized about Silhouette in awhile so please bear with me.

In the Silhouette system, which is my favorite roleplaying system and the in-house system used by all of Dream Pod 9's excellent games, there are ten Attributes which are roughly like ability scores. There are also skills which are based on and influenced by an appropriate Attribute, like Firearms being based on Dexterity, for example.

The GM sets a number of Character Points and Skill Points a player gets to spend for each game, to represent the calibre of the characters and the style of the game. I believe the three settings suggested by the system are Gritty, Adventurous, and Cinematic.

The real beauty of the system is that the point cost is exponential, so if you want a really agile character, for example, you'll have to pay very dearly for it in other areas, more so than even the DMG's point system.

Also, the skill system is set up in a similar way so that it is generally a much better idea to buy a lot of skills at mid-levels than a few skills at very high levels. I remember in a game I was in once, my friend spent all his points on his mecha piloting skills, while I made my character a moderately good pilot instead and had enough points leftover to make him a competent SIGINT officer, a sometime student of Tai Chi, a relatively successful ladies' man, and an ameteur sushi chef. It was pretty amusing.
 

Kind of tough to remember the stat generation of all the games I've played in the past, but there are many, roll, points, cards, coins, etc etc.

I have an odd system in D&D, I let my players take whatever stat they want, and I've yet to have any major problems with this. I run in such a way that the PC's are supposed to become the UberHeroes,a dn I expect them to be above average, but they are also not godlike. I've had a players come in with 18,12,14,14,12,10 and I am ok with that. As long as they are having fun and I can still chellenge them, that's all that matters to me.
 

Since older D&D had stat requirements to be a specific class, there was a method to roll dice to help you get that. The player ordered his stats in descending order of importance and then rolled: 9d6, 8d6, 7d6, 6d6, 5d6, 4d6 keeping the highest three dice from each roll. You could still miss on those important stats, though.

The best (read uber-hose) method I have actually seen in a viable product is PCGen's 3d6+5. On average, this produces 15.5 per stat. Geez.

/ds
 

I pretty much started out RP'ing with various types of point buy. I've been doing Champions/Hero System for yearsd and years and it's still my favorite system for creating characters. The biggest jump I had to make playing d20 at all was finding out there were quite a few concepts that simply could not be done with DnD. But this isn't a thread over classless systems, so I won't go there.:)

It might be the control freak in me, but as a result I also tend to dislike rolling stats. I don't want to play a random character. I create a concept with certain things in mind. I'll be tempted to roll up sometime if I want to do a monk since they are so dependant on better stats than normal, but that would be about it.
 

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