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*TTRPGs General
Character death and Is this Fair?
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<blockquote data-quote="VoodooGroves" data-source="post: 247505" data-attributes="member: 5520"><p>Sounds like Painfully got to bid with someone else and wasn't pigeon-holed into the "replacement character with fighter attributes when he wanted to play a sorcerer". That, I think, would be the thing folks complain about.</p><p></p><p>For that reason, I really like the default array. I know its cheesy, but it works well. Everyone gets stuck with one 8 to deal with, and some decent other scores.</p><p></p><p>The other thing I've been known to do is have a group of players work out (using whatever system strikes my fancy) some large set of "character attributes" - maybe 20-30 sets. Each of these would be selected / organized / purchased on day 1 when the players make their first characters. Then if folks die, new players join or someone gets a very special NPC that deserves player-ish stats (even though they'd be a few levels down), you pick something of what was left. </p><p></p><p>It tended to work out fair in the past, since really 20+ sets is enough for everyone to die a few times and not run out so there is still some variability to choose from. On the other side of the coin it doesn't penalyze characters who started at 1st level and "built" their characters versus those who may come in around 6th-8th and can be highly customized (even if they are one-trick-ponies). Nothing irritates a group of players more than seeing someone come in using some sort of point buy and add attributes with levels and magic items that makes them that much more effective than they have become after many levels of blood, sweat and tears. For our games, it helped balance things out a bit.</p></blockquote><p></p>
[QUOTE="VoodooGroves, post: 247505, member: 5520"] Sounds like Painfully got to bid with someone else and wasn't pigeon-holed into the "replacement character with fighter attributes when he wanted to play a sorcerer". That, I think, would be the thing folks complain about. For that reason, I really like the default array. I know its cheesy, but it works well. Everyone gets stuck with one 8 to deal with, and some decent other scores. The other thing I've been known to do is have a group of players work out (using whatever system strikes my fancy) some large set of "character attributes" - maybe 20-30 sets. Each of these would be selected / organized / purchased on day 1 when the players make their first characters. Then if folks die, new players join or someone gets a very special NPC that deserves player-ish stats (even though they'd be a few levels down), you pick something of what was left. It tended to work out fair in the past, since really 20+ sets is enough for everyone to die a few times and not run out so there is still some variability to choose from. On the other side of the coin it doesn't penalyze characters who started at 1st level and "built" their characters versus those who may come in around 6th-8th and can be highly customized (even if they are one-trick-ponies). Nothing irritates a group of players more than seeing someone come in using some sort of point buy and add attributes with levels and magic items that makes them that much more effective than they have become after many levels of blood, sweat and tears. For our games, it helped balance things out a bit. [/QUOTE]
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