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Chess is not an RPG: The Illusion of Game Balance
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<blockquote data-quote="Bedrockgames" data-source="post: 6404750" data-attributes="member: 85555"><p>I think here it is simply a matter of where on the spectrum of randomness one is. 4d6 drop is more about creating some randomness but generally rigging it so things tend to fall within a higher range. It worked pretty well in my experience in AD&D. And groups varied this a lot. I think the fact that they had like five different stat generation methods shows there is incredible diversity of taste here and I think we can accommodate everyone by having that many options for stats in a game. </p><p></p><p>When 3d6 became the default in 2E, that was when I was doing most of my gaming (I started younger, but really began playing regularly when the 2E PHB came out). It might simply be because I grew up playing this way, but I rather enjoyed 3d6. In fact as a player I preferred 3d6 straight down the line, no assigning stats. There were a few reasons for this: </p><p></p><p>1) It is exciting. It brings a certain thrill to character creation to have each roll have so much weight and significance. So I enjoy bracing for each result, and yes when you do happen to get three sixes, it is glorious and feels great but...</p><p></p><p>2) I learned to really like some of those lower numbers. It got me to think outside the box in terms of character and in unexpected ways. Suddenly I am trying to figure out what a character with a 14 Intelligence but 7 Wisdom is like in terms of personality. For me that was a good deal of fun. We also were a role-play heavy group, so this worked for us. I quite like the rolls leading to the character concept rather than the other way around. </p><p></p><p>3) When you do get an 18, or if you are super lucky and get an 18/00 it is all that much more significant. The few times that actually happens, it is a nice feeling. Somehow I like that I can't just say I want to make a character who is the strongest guy in town, I actually have to roll and get it. </p><p></p><p>All that said, I think 4d6 drop the lowest is the best fit for how the vast majority of players approach D&D. Making it the default makes sense. Including an option for 3d6, also makes sense as does including optional point buy or stat arrays.</p></blockquote><p></p>
[QUOTE="Bedrockgames, post: 6404750, member: 85555"] I think here it is simply a matter of where on the spectrum of randomness one is. 4d6 drop is more about creating some randomness but generally rigging it so things tend to fall within a higher range. It worked pretty well in my experience in AD&D. And groups varied this a lot. I think the fact that they had like five different stat generation methods shows there is incredible diversity of taste here and I think we can accommodate everyone by having that many options for stats in a game. When 3d6 became the default in 2E, that was when I was doing most of my gaming (I started younger, but really began playing regularly when the 2E PHB came out). It might simply be because I grew up playing this way, but I rather enjoyed 3d6. In fact as a player I preferred 3d6 straight down the line, no assigning stats. There were a few reasons for this: 1) It is exciting. It brings a certain thrill to character creation to have each roll have so much weight and significance. So I enjoy bracing for each result, and yes when you do happen to get three sixes, it is glorious and feels great but... 2) I learned to really like some of those lower numbers. It got me to think outside the box in terms of character and in unexpected ways. Suddenly I am trying to figure out what a character with a 14 Intelligence but 7 Wisdom is like in terms of personality. For me that was a good deal of fun. We also were a role-play heavy group, so this worked for us. I quite like the rolls leading to the character concept rather than the other way around. 3) When you do get an 18, or if you are super lucky and get an 18/00 it is all that much more significant. The few times that actually happens, it is a nice feeling. Somehow I like that I can't just say I want to make a character who is the strongest guy in town, I actually have to roll and get it. All that said, I think 4d6 drop the lowest is the best fit for how the vast majority of players approach D&D. Making it the default makes sense. Including an option for 3d6, also makes sense as does including optional point buy or stat arrays. [/QUOTE]
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