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Die Rolls or Point-Buy
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<blockquote data-quote="AverageTable" data-source="post: 4356208" data-attributes="member: 71718"><p><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: white">Why the hell would someone suddenly revive a thread that’s been dead for five and a half years?</span></span></span></p><p> </p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: white">Nonetheless, since I (like, doubtlessly, most other people here) have witnessed this same debate numerous time before, I’ll speed things up and offer a summary of what’s about to be said. (I apologise if the post seems long; but I promise it's much shorter than all the other repetitive posts combined are going to be.)</span></span></span></p><p> </p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: white">Note also, as an aside, that every point I’m about to make also applies to the debate of rolling hit points versus taking some fixed value – the arguments and conclusions are all the same.</span></span></span></p><p> </p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: white">Those who prefer point-buy methods will argue that they:</span></span></span></p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: white">- maintain equality between PCs.</span></span></span></p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: white">- maintain balance between the PCs and the mathematics of the game system.</span></span></span></p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: white">- reduce work for the DM (since it’s easier to build appropriate encounters for a group of equal and balanced PCs, rather than unequal and unbalanced ones).</span></span></span></p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: white">- allow players to play the characters they <em>want</em> rather than the ones the dice are “kind” enough to permit.</span></span></span></p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: white">- prevent a few, completely random die rolls from affecting an entire campaign to an immense degree.</span></span></span></p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: white">- eliminate cheating and allow ability scores to be generated without DM supervision.</span></span></span></p><p> </p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: white">Each of these is a <em>real</em> and <em>objective</em> advantage of point-buy methods over rolling methods. None of these are merely someone’s “opinion”.</span></span></span></p><p> </p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: white">As such, one would expect that RPG enthusiasts would overwhelmingly favour point-buy methods once they’ve had these advantages explained to them. Yet this is far from the case. Many continue to insist that rolling ability scores is preferable.</span></span></span></p><p> </p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: white">Here are the arguments that proponents of rolling will offer for their position and why each one either insufficient or outright fallacious. This list is, essentially, exhaustive, since the dozens upon dozens of posts I’ve seen on this subject have never offered an argument other than the following four:</span></span></span></p><p> </p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: white"><strong>1. Rolling ability scores is more <em>fun</em> than using a point-buy method.</strong></span></span></span></p><p> </p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: white">Is this claim true? For most people the answer is probably “yes”; but only from a very narrow and short-sighted perspective.</span></span></span></p><p> </p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: white">Rolling ability scores is “fun” in the same way that blackjack and slot machines are fun. Most people enjoy the thrill of crossing their fingers, rolling the dice, and seeing what fate has in store for them. The agony and the ecstasy of watching those random results appear is, admittedly, thrilling in its own little way. In the context of RPGs, however, this period of fun is extremely short-lived. Most people will roll a complete set of ability scores in only a minute or two. Yet they will, thereafter, have to live with those utterly random results for the <em>entirety</em> of their characters’ careers.</span></span></span></p><p> </p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: white">Thus, if the rolls are bad (which they are as often as not), then the player ends up exchanging 60 seconds of “fun” generating his random ability scores for an <em>entire campaign</em> of negative consequences. Not to mention the loss of enjoyment that typically results for the other players as well while they try to cope with a sup-par character in their group.</span></span></span></p><p> </p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: white">Moreover, even if the player gets lucky and rolls excellent scores, this only serves to unbalance the game in the opposite direction. While having excellent scores might be fun for the player himself, it typically lessens the enjoyment of the game for the other players who feel overshadowed and incompetent by comparison. In fact, even the player with the excellent scores may well find himself enjoying the game <em>less</em> since it becomes, for him, so much less challenging.</span></span></span></p><p> </p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: white">The result is that even though rolling ability scores is, admittedly, “more fun” (in a certain, narrow, sense) than using point-buy, the <em>extremely</em> short period of fun this brings is nowhere near sufficient to outweigh the many negative consequences it can inflict on the entire campaign thereafter. </span></span></span></p><p> </p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: white"><strong>2. Rolling ability scores is more “realistic” or “organic” because it produces characters with different degrees of quality and aptitude. In the real world some people simply <em>are</em> superior while others simply <em>are</em> inferior. The game should reflect this.</strong></span></span></span></p><p> </p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: white">First of all, <em>why</em>? The entire point of a game like D&D is to have fun, not to simulate reality. Moreover, D&D is a game of cooperative, not competitive, play. In turn, players enjoy the game more when they feel their characters are comparable to the others in the group and able to contribute fully. Since this is heavily undermined by granting some characters major advantages over others based on nothing but their inherent “superiority”, it naturally follows that doing so is going to detract from the game much more than the “realism” of disparate characters will enhance it.</span></span></span></p><p> </p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: white">After all, when has a player ever said, “My character sucks; but that’s okay because I’m balancing out the curve. It’s more fun to play in a game where someone realistically sucks, even if that person is me, than to endure a game of unbearable equality.”? The reason no one ever says this is because some vaunted sense of “realism” is no consolation to the player with the short end of the stick.</span></span></span></p><p> </p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: white">Secondly, the degree to which rolling methods are more “realistic” than point-buy is highly exaggerated, anyway. It’s certainly true that in the real world some people are naturally superior to others; but not to the extent that any rolling method would suggest. The variance in capabilities that random sets of die rolls will produce is much greater than the variability in the capabilities of real people. In fact, when you consider that only people of a certain calibre would even consider becoming adventurers in the first place, the point-buy method may well be the more “realistic” alternative. Point-buy creates characters that, while differing in their particular abilities, all fall within the same “adventurer-worthy” group of people. To have a guy with crappy ability scores in the party is, arguably, the most <em>unrealistic</em> thing of all since such a person would never have dreamed of becoming an adventurer in the first place.</span></span></span></p><p> </p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: white"><strong>3. Point-buy methods favour “SAD” character-types.</strong></span></span></span></p><p> </p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: white">That’s right, they <em>do</em>. But so do rolling methods and <em>every</em> other method. What the hell is your point?</span></span></span></p><p> </p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: white">The claim that multiple-ability-dependent (“MAD”) characters are worse off under point-buy methods than single-ability-dependent (“SAD”) characters is quite true. But that has <em>nothing whatsoever</em> to do with point-buy methods. This claim is only true because <em>every</em> ability-score generation method suffers from the same problem. It doesn’t matter how you produce your ability-score numbers, you’ll <em>always</em> be able to make a stronger character if you only need one high number than if you require two or three. This point is so obvious it’s barely worth the effort of writing it out.</span></span></span></p><p> </p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: white">This particular “argument” is so fallacious I’m ashamed to have to respond to it at all.</span></span></span></p><p> </p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: white"><strong>4. “I’ve always rolled ability scores and you can’t make me change; so there!”</strong></span></span></span></p><p> </p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: white">I’ll be the first to admit that this formulation of this last “argument” is not very charitable; but, since it’s impossible to phrase something this foolish in a way that <em>doesn’t</em> sound stupid, I figured I might as well just drive the point home.</span></span></span></p><p> </p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: white">Here we have the final “argument” in favour of rolling ability scores. In fact, this particular “point” is strongly implicit in just about any argument given when someone tries to defend rolling over point-buy. The number-one reason why so many people insist on rolling ability scores, even in light of the many objective advantages of point-buy (and the complete <em>lack</em> of any real advantage for rolling) is that they’ve always rolled in the past and they just don’t want to change. Be it due to a sense of tradition, a sense of ritual, or plain old stubbornness; people generally dislike doing things differently than they’ve done them before. They fear that to change now is to disvalue everything they did before (i.e. “All of our past games are now meaningless since we were using an ‘inferior’ rolling method to generate ability scores!”) and to guard against that fear they simply refuse to admit that what they’ve done in the past could <em>EVER</em> be improved upon.</span></span></span></p><p> </p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: white">Newsflash: <em>Things change.</em> And in the context of gaming they almost always change <em>for the better</em>. Changes aren’t introduced for no reason. They don’t appear out of nowhere. Changes occur in printed rules because people who develop these games <em>professionally</em>, who understand them much better than <em>we</em> ever will, and who want to make the <em>best game possible</em> decided, on impartial and objective grounds, that those changes would make the game better than it was before. Combine that with how thoroughly most have embraced that change and how easy it is to argue in favour of it (see above), and it seems a very safe bet that they were correct.</span></span></span></p></blockquote><p></p>
[QUOTE="AverageTable, post: 4356208, member: 71718"] [FONT=Times New Roman][SIZE=3][COLOR=white]Why the hell would someone suddenly revive a thread that’s been dead for five and a half years?[/COLOR][/SIZE][/FONT] [FONT=Times New Roman][SIZE=3][COLOR=white]Nonetheless, since I (like, doubtlessly, most other people here) have witnessed this same debate numerous time before, I’ll speed things up and offer a summary of what’s about to be said. (I apologise if the post seems long; but I promise it's much shorter than all the other repetitive posts combined are going to be.)[/COLOR][/SIZE][/FONT] [FONT=Times New Roman][SIZE=3][COLOR=white][/COLOR][/SIZE][/FONT] [FONT=Times New Roman][SIZE=3][COLOR=white]Note also, as an aside, that every point I’m about to make also applies to the debate of rolling hit points versus taking some fixed value – the arguments and conclusions are all the same.[/COLOR][/SIZE][/FONT] [FONT=Times New Roman][SIZE=3][COLOR=white]Those who prefer point-buy methods will argue that they:[/COLOR][/SIZE][/FONT] [FONT=Times New Roman][SIZE=3][COLOR=white]- maintain equality between PCs.[/COLOR][/SIZE][/FONT] [FONT=Times New Roman][SIZE=3][COLOR=white]- maintain balance between the PCs and the mathematics of the game system.[/COLOR][/SIZE][/FONT] [FONT=Times New Roman][SIZE=3][COLOR=white]- reduce work for the DM (since it’s easier to build appropriate encounters for a group of equal and balanced PCs, rather than unequal and unbalanced ones).[/COLOR][/SIZE][/FONT] [FONT=Times New Roman][SIZE=3][COLOR=white]- allow players to play the characters they [I]want[/I] rather than the ones the dice are “kind” enough to permit.[/COLOR][/SIZE][/FONT] [FONT=Times New Roman][SIZE=3][COLOR=white]- prevent a few, completely random die rolls from affecting an entire campaign to an immense degree.[/COLOR][/SIZE][/FONT] [FONT=Times New Roman][SIZE=3][COLOR=white]- eliminate cheating and allow ability scores to be generated without DM supervision.[/COLOR][/SIZE][/FONT] [FONT=Times New Roman][SIZE=3][COLOR=white]Each of these is a [I]real[/I] and [I]objective[/I] advantage of point-buy methods over rolling methods. None of these are merely someone’s “opinion”.[/COLOR][/SIZE][/FONT] [FONT=Times New Roman][SIZE=3][COLOR=white]As such, one would expect that RPG enthusiasts would overwhelmingly favour point-buy methods once they’ve had these advantages explained to them. Yet this is far from the case. Many continue to insist that rolling ability scores is preferable.[/COLOR][/SIZE][/FONT] [FONT=Times New Roman][SIZE=3][COLOR=white]Here are the arguments that proponents of rolling will offer for their position and why each one either insufficient or outright fallacious. This list is, essentially, exhaustive, since the dozens upon dozens of posts I’ve seen on this subject have never offered an argument other than the following four:[/COLOR][/SIZE][/FONT] [FONT=Times New Roman][SIZE=3][COLOR=white][B]1. Rolling ability scores is more [I]fun[/I] than using a point-buy method.[/B][/COLOR][/SIZE][/FONT] [FONT=Times New Roman][SIZE=3][COLOR=white]Is this claim true? For most people the answer is probably “yes”; but only from a very narrow and short-sighted perspective.[/COLOR][/SIZE][/FONT] [FONT=Times New Roman][SIZE=3][COLOR=white]Rolling ability scores is “fun” in the same way that blackjack and slot machines are fun. Most people enjoy the thrill of crossing their fingers, rolling the dice, and seeing what fate has in store for them. The agony and the ecstasy of watching those random results appear is, admittedly, thrilling in its own little way. In the context of RPGs, however, this period of fun is extremely short-lived. Most people will roll a complete set of ability scores in only a minute or two. Yet they will, thereafter, have to live with those utterly random results for the [I]entirety[/I] of their characters’ careers.[/COLOR][/SIZE][/FONT] [FONT=Times New Roman][SIZE=3][COLOR=white]Thus, if the rolls are bad (which they are as often as not), then the player ends up exchanging 60 seconds of “fun” generating his random ability scores for an [I]entire campaign[/I] of negative consequences. Not to mention the loss of enjoyment that typically results for the other players as well while they try to cope with a sup-par character in their group.[/COLOR][/SIZE][/FONT] [FONT=Times New Roman][SIZE=3][COLOR=white]Moreover, even if the player gets lucky and rolls excellent scores, this only serves to unbalance the game in the opposite direction. While having excellent scores might be fun for the player himself, it typically lessens the enjoyment of the game for the other players who feel overshadowed and incompetent by comparison. In fact, even the player with the excellent scores may well find himself enjoying the game [I]less[/I] since it becomes, for him, so much less challenging.[/COLOR][/SIZE][/FONT] [FONT=Times New Roman][SIZE=3][COLOR=white]The result is that even though rolling ability scores is, admittedly, “more fun” (in a certain, narrow, sense) than using point-buy, the [I]extremely[/I] short period of fun this brings is nowhere near sufficient to outweigh the many negative consequences it can inflict on the entire campaign thereafter. [/COLOR][/SIZE][/FONT] [FONT=Times New Roman][SIZE=3][COLOR=white][B]2. Rolling ability scores is more “realistic” or “organic” because it produces characters with different degrees of quality and aptitude. In the real world some people simply [I]are[/I] superior while others simply [I]are[/I] inferior. The game should reflect this.[/B][/COLOR][/SIZE][/FONT] [FONT=Times New Roman][SIZE=3][COLOR=white]First of all, [I]why[/I]? The entire point of a game like D&D is to have fun, not to simulate reality. Moreover, D&D is a game of cooperative, not competitive, play. In turn, players enjoy the game more when they feel their characters are comparable to the others in the group and able to contribute fully. Since this is heavily undermined by granting some characters major advantages over others based on nothing but their inherent “superiority”, it naturally follows that doing so is going to detract from the game much more than the “realism” of disparate characters will enhance it.[/COLOR][/SIZE][/FONT] [FONT=Times New Roman][SIZE=3][COLOR=white]After all, when has a player ever said, “My character sucks; but that’s okay because I’m balancing out the curve. It’s more fun to play in a game where someone realistically sucks, even if that person is me, than to endure a game of unbearable equality.”? The reason no one ever says this is because some vaunted sense of “realism” is no consolation to the player with the short end of the stick.[/COLOR][/SIZE][/FONT] [FONT=Times New Roman][SIZE=3][COLOR=white]Secondly, the degree to which rolling methods are more “realistic” than point-buy is highly exaggerated, anyway. It’s certainly true that in the real world some people are naturally superior to others; but not to the extent that any rolling method would suggest. The variance in capabilities that random sets of die rolls will produce is much greater than the variability in the capabilities of real people. In fact, when you consider that only people of a certain calibre would even consider becoming adventurers in the first place, the point-buy method may well be the more “realistic” alternative. Point-buy creates characters that, while differing in their particular abilities, all fall within the same “adventurer-worthy” group of people. To have a guy with crappy ability scores in the party is, arguably, the most [I]unrealistic[/I] thing of all since such a person would never have dreamed of becoming an adventurer in the first place.[/COLOR][/SIZE][/FONT] [FONT=Times New Roman][SIZE=3][COLOR=white][B]3. Point-buy methods favour “SAD” character-types.[/B][/COLOR][/SIZE][/FONT] [FONT=Times New Roman][SIZE=3][COLOR=white]That’s right, they [I]do[/I]. But so do rolling methods and [I]every[/I] other method. What the hell is your point?[/COLOR][/SIZE][/FONT] [FONT=Times New Roman][SIZE=3][COLOR=white]The claim that multiple-ability-dependent (“MAD”) characters are worse off under point-buy methods than single-ability-dependent (“SAD”) characters is quite true. But that has [I]nothing whatsoever[/I] to do with point-buy methods. This claim is only true because [I]every[/I] ability-score generation method suffers from the same problem. It doesn’t matter how you produce your ability-score numbers, you’ll [I]always[/I] be able to make a stronger character if you only need one high number than if you require two or three. This point is so obvious it’s barely worth the effort of writing it out.[/COLOR][/SIZE][/FONT] [FONT=Times New Roman][SIZE=3][COLOR=white]This particular “argument” is so fallacious I’m ashamed to have to respond to it at all.[/COLOR][/SIZE][/FONT] [FONT=Times New Roman][SIZE=3][COLOR=white][B]4. “I’ve always rolled ability scores and you can’t make me change; so there!”[/B][/COLOR][/SIZE][/FONT] [FONT=Times New Roman][SIZE=3][COLOR=white]I’ll be the first to admit that this formulation of this last “argument” is not very charitable; but, since it’s impossible to phrase something this foolish in a way that [I]doesn’t[/I] sound stupid, I figured I might as well just drive the point home.[/COLOR][/SIZE][/FONT] [FONT=Times New Roman][SIZE=3][COLOR=white]Here we have the final “argument” in favour of rolling ability scores. In fact, this particular “point” is strongly implicit in just about any argument given when someone tries to defend rolling over point-buy. The number-one reason why so many people insist on rolling ability scores, even in light of the many objective advantages of point-buy (and the complete [I]lack[/I] of any real advantage for rolling) is that they’ve always rolled in the past and they just don’t want to change. Be it due to a sense of tradition, a sense of ritual, or plain old stubbornness; people generally dislike doing things differently than they’ve done them before. They fear that to change now is to disvalue everything they did before (i.e. “All of our past games are now meaningless since we were using an ‘inferior’ rolling method to generate ability scores!”) and to guard against that fear they simply refuse to admit that what they’ve done in the past could [I]EVER[/I] be improved upon.[/COLOR][/SIZE][/FONT] [FONT=Times New Roman][SIZE=3][COLOR=white]Newsflash: [I]Things change.[/I] And in the context of gaming they almost always change [I]for the better[/I]. Changes aren’t introduced for no reason. They don’t appear out of nowhere. Changes occur in printed rules because people who develop these games [I]professionally[/I], who understand them much better than [I]we[/I] ever will, and who want to make the [I]best game possible[/I] decided, on impartial and objective grounds, that those changes would make the game better than it was before. Combine that with how thoroughly most have embraced that change and how easy it is to argue in favour of it (see above), and it seems a very safe bet that they were correct.[/COLOR][/SIZE][/FONT] [/QUOTE]
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