Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
Character Generation - Stat Draft Method
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="eamon" data-source="post: 5836442" data-attributes="member: 51942"><p>I think it's worth emphasizing that cookie-cutter stat distributions on the one hand and power disparities on the other are opposites you'll unfortunately need to choose between to some extent. The "right" answer depends on what you're looking for.</p><p></p><p>What we've been using for years now is natural roll with point-buy fallback: i.e. you roll stats in order; reroll one stat then get to swap too. If you don't like the result, you may discard and use point buy. In practice, in 4e anyhow, this means most people end up using point buy since it's simply better than the vast majority of rolls; those that do keep the rolls tend to be numerically more powerful but also constrained in their choice of class. I don't think this is an ideal system, but it works.</p><p></p><p>However, I think part of the issue is that power differences are all about perception. I don't get the impression that significant power differences actually occur due to stat differences with a system like this very often. Of course people can get envious of super-stats, but that's not because the real power is that much higher, it's because the stats are known, and dammit I want those two 18's too... and even though such brilliant stats almost never occur, they wouldn't cause power problems compared to say a 17+16 array (which is achievable in 4e's point buy anyhow).</p><p></p><p>All of this is a roundabout way of saying that I think power-differences are overblown, and I think it's more fun in the long run to avoid cookie cutter stats rather than to avoid power differences (at least as long as you avoid the real crap stats).</p><p></p><p>So an ideal rolling system <em>for me</em> should:</p><p></p><ul> <li data-xf-list-type="ul">Allow some power differences, recognizing that perfect power balance comes at too great a cost</li> <li data-xf-list-type="ul">Encourage randomness whereever it can, and as much as it can</li> <li data-xf-list-type="ul">Avoid too-weak characters to ensure that no matter what, PC's are useful.</li> </ul><p>Looking at those issues, I prefer a system that does not allow arbitrary stat arrangement (or at least, not without some cost): this encourages weird stat orders. E.g. something like in-order rolling with one free swap and subsequent swaps reduce the higher ability score by one.</p><p></p><p></p><p>There's a fundamental problem with 3d6 or 4d6 drop lowest in that it's just too variable; particularly towards the <em>low</em> end. Getting only roughly average scores leads to weak characters, and it's quite likely with such a system. Conversely, having several very high stats is surprisingly likely: there's just too much variation, and that's unavoidable due to the fact that the dice are memory free: your next 18 is just as likely as the last. A character with otherwise mediocre stats is just as likely to roll a high stat as a character that already has a bunch of high stats, even though in the first case he really needs it to be playable and in the second he really shouldn't get it to avoid power disparities.</p></blockquote><p></p>
[QUOTE="eamon, post: 5836442, member: 51942"] I think it's worth emphasizing that cookie-cutter stat distributions on the one hand and power disparities on the other are opposites you'll unfortunately need to choose between to some extent. The "right" answer depends on what you're looking for. What we've been using for years now is natural roll with point-buy fallback: i.e. you roll stats in order; reroll one stat then get to swap too. If you don't like the result, you may discard and use point buy. In practice, in 4e anyhow, this means most people end up using point buy since it's simply better than the vast majority of rolls; those that do keep the rolls tend to be numerically more powerful but also constrained in their choice of class. I don't think this is an ideal system, but it works. However, I think part of the issue is that power differences are all about perception. I don't get the impression that significant power differences actually occur due to stat differences with a system like this very often. Of course people can get envious of super-stats, but that's not because the real power is that much higher, it's because the stats are known, and dammit I want those two 18's too... and even though such brilliant stats almost never occur, they wouldn't cause power problems compared to say a 17+16 array (which is achievable in 4e's point buy anyhow). All of this is a roundabout way of saying that I think power-differences are overblown, and I think it's more fun in the long run to avoid cookie cutter stats rather than to avoid power differences (at least as long as you avoid the real crap stats). So an ideal rolling system [I]for me[/I] should: [LIST] [*]Allow some power differences, recognizing that perfect power balance comes at too great a cost [*]Encourage randomness whereever it can, and as much as it can [*]Avoid too-weak characters to ensure that no matter what, PC's are useful. [/LIST] Looking at those issues, I prefer a system that does not allow arbitrary stat arrangement (or at least, not without some cost): this encourages weird stat orders. E.g. something like in-order rolling with one free swap and subsequent swaps reduce the higher ability score by one. There's a fundamental problem with 3d6 or 4d6 drop lowest in that it's just too variable; particularly towards the [I]low[/I] end. Getting only roughly average scores leads to weak characters, and it's quite likely with such a system. Conversely, having several very high stats is surprisingly likely: there's just too much variation, and that's unavoidable due to the fact that the dice are memory free: your next 18 is just as likely as the last. A character with otherwise mediocre stats is just as likely to roll a high stat as a character that already has a bunch of high stats, even though in the first case he really needs it to be playable and in the second he really shouldn't get it to avoid power disparities. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Character Generation - Stat Draft Method
Top