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General Tabletop Discussion
*Dungeons & Dragons
Favorite method of generating ability scores
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<blockquote data-quote="TheLoneRanger1979" data-source="post: 6776776" data-attributes="member: 6804148"><p>I begin to see all the sides of die/coin now. I can understand why standard arrays and point buys get so much proponents. My only gripe with them is their greatest strength.... balance. All PCs are equal, and thus in the long run all PCs are "samish". Especially in multiple campaigns. Unless with a heavily RP minded group, characters end up looking very similar number-wise. Even with good RPing, one can argue it's only the "fluff" that varies, the essence being the same. That and i am not a really great fan of balance, after all this is not a PvP based game (at least not for me).</p><p></p><p>With randomly generated characters thing feel more "natural". But of course there is the risk of ending up with a character you don't really want to play. What do you guys think of solving this problem by pregenerating a couple of dozen "adventurers"? Let's say in the FR, in the vicinity of Baldur's Gate, there are at the given point of the start of the adventure 20-30 adventurers. They are all generated using some sort of randomization and are all unique. When a party member dies, they can draw from this adventurer "population" to fill their numbers. I know..... it still doesn't guarantee every player will get to play their favorite archetype, and may cause conflict when choosing who gets to play what, but in my experience people usually know in advance what they are going to play anyways, so there shouldn't be much conflict over who gets to be the paladin.</p></blockquote><p></p>
[QUOTE="TheLoneRanger1979, post: 6776776, member: 6804148"] I begin to see all the sides of die/coin now. I can understand why standard arrays and point buys get so much proponents. My only gripe with them is their greatest strength.... balance. All PCs are equal, and thus in the long run all PCs are "samish". Especially in multiple campaigns. Unless with a heavily RP minded group, characters end up looking very similar number-wise. Even with good RPing, one can argue it's only the "fluff" that varies, the essence being the same. That and i am not a really great fan of balance, after all this is not a PvP based game (at least not for me). With randomly generated characters thing feel more "natural". But of course there is the risk of ending up with a character you don't really want to play. What do you guys think of solving this problem by pregenerating a couple of dozen "adventurers"? Let's say in the FR, in the vicinity of Baldur's Gate, there are at the given point of the start of the adventure 20-30 adventurers. They are all generated using some sort of randomization and are all unique. When a party member dies, they can draw from this adventurer "population" to fill their numbers. I know..... it still doesn't guarantee every player will get to play their favorite archetype, and may cause conflict when choosing who gets to play what, but in my experience people usually know in advance what they are going to play anyways, so there shouldn't be much conflict over who gets to be the paladin. [/QUOTE]
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Favorite method of generating ability scores
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