Generation: rolling vs. point buy

how do you generate characters?

  • Roll their stats

    Votes: 110 37.9%
  • Point buy

    Votes: 151 52.1%
  • Other

    Votes: 29 10.0%

I like to minimize the random factor on character making. Today, our group uses 32-point buy. Also, don't roll HP. The maximum for the first HD, then either use expectation (5.5 for d10) or expectation +0.5 (6 for d10) for the 2+ levels.

One of the biggest advantage of removing random factor is that we can do all the "out of adventure" between actual meetings. DM can just declare regulations and then each player make their own characters. Play a game all the time when we meet. Then another day, the DM sends the calculated total of XP and other rewards. Then players do all the character developments.

Also, we are really tired of having significant difference in stats for each PCs when we use them for months or even years.

And, it is very annoyng that if some feats or classes are opend only for lucky guys and girls.
 

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I tend to create worlds where the players are singled out for missions by the sovereign because of their prowess. Because of that I use a variant of the 4d6 rule:


4d6, drop the lowest, and 1d10.

You can use the d10 to point buy stat increases (stat increases above 10 get +1 cost), to a maximum of 18 (pre bonuses). Any unused points are wasted. This encourages players to get rid of their weaknesses instead of trying to make their strengths stronger.

So, my answer will have to be "both".
 


Bad Paper said:
I don't get it. Outside of a tournament setting, why would anyone use a soulless point-buy?

I used to be all for rolling, but 3e changed that. The reason is that abilities make such a huge difference in the PCs power now. In the first game we played one player had a fighter with 18 Str and 18 Dex (rolled), the other player had a 16 Str and no other attribute above 12. The first PC was so much more capable in every combat situation that the second players fun was dramatically reduced.

Point buy means that all PCs start on an equal footing, which makes for fairer gaming IMO.

Cheers
 



Oh, and I had to pick other, because I use 3d6 in order, but roll until you like what you get. I even wrote a little application to make rolling easier. Best of both worlds - no one has to accept anything they don't like, but occasionally a fluke roll will add some unexpected aspect to the character.
 

We roll 4d6 ignore lowest, for all 6 scores, but, doing it twice, choosing the best..
but asa restriction with an average of 14 max... We currently run a high power campaign, And none of the players want point buy..

Further more we have players with diffrend 'skill' levels (as roleplayers) and the more experienced seems more lucky somehow. Even when rolling 3d6 fixed the experienced (under observation) will most of the time get an average of 14.. while some of the less experienced probably get an average of 8 or 9...

So now we are going for everyone having about equal with an average score of 14 (because its a high power campaign)
 


Dracomeander said:
I find the assumption that the characters need these enhancements to meet the challenges of mid to high levels to be a flaw. Why should these items be necessary? If the game assumes stat boosts greater than what is already written into the game are necessary, why not just increase the rate at which the stat boosts are received normally?
Versatility. A player could choose to get some other type of bonus besides an attribute.
 

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