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Community
General Tabletop Discussion
*TTRPGs General
Fairness Point-Buy and rolls other than stats
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<blockquote data-quote="Mercule" data-source="post: 889996" data-attributes="member: 5100"><p>Because experience has taught me that, even when everyone wants to play fair, some people want a higher-powered character/game than others, or that different people (especially those converting frmo 2E to 3E for the first time) view what makes a "cool" stat differently. Point buy ensures, basically, that everyone is using the same ruler.</p><p></p><p>As to the original question(s):</p><p></p><p>1) I prefer point buy because a) it ensures the characters are balanced between themselves; and b) it allows greater control in transferring your vision to paper.</p><p></p><p>2) I like dice in play vs. not at creation because a) character creation pretty much affects _everything_ that follows; b) I like to see character _concepts_ rather than "hey, a high strength, I'll be a Fighter"; and c) dice during play represent a whole slew of variables that we don't want to deal with narratively, like timing of blows, moist/slick patches on the ground, a glint of sunlight in the eye, sneezing at an inopportune moment, and the like.</p><p></p><p>I may have other reasons, but nothing else leaps immediately to mind.</p></blockquote><p></p>
[QUOTE="Mercule, post: 889996, member: 5100"] Because experience has taught me that, even when everyone wants to play fair, some people want a higher-powered character/game than others, or that different people (especially those converting frmo 2E to 3E for the first time) view what makes a "cool" stat differently. Point buy ensures, basically, that everyone is using the same ruler. As to the original question(s): 1) I prefer point buy because a) it ensures the characters are balanced between themselves; and b) it allows greater control in transferring your vision to paper. 2) I like dice in play vs. not at creation because a) character creation pretty much affects _everything_ that follows; b) I like to see character _concepts_ rather than "hey, a high strength, I'll be a Fighter"; and c) dice during play represent a whole slew of variables that we don't want to deal with narratively, like timing of blows, moist/slick patches on the ground, a glint of sunlight in the eye, sneezing at an inopportune moment, and the like. I may have other reasons, but nothing else leaps immediately to mind. [/QUOTE]
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