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Having your players roll their stats
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<blockquote data-quote="Clint_L" data-source="post: 9008286" data-attributes="member: 7035894"><p>It is distinctly measurable in better ability scores that directly help you succeed. I assure you that a 14 year old understands that +4 to hit and damage is a lot better than +1 to hit and damage. As for who is keeping track...have you met a teenager?</p><p></p><p>Yes, I understand that life is not usually equitable. I don't think that needs to be a life lesson attached to D&D, where we can control the rules and make it so that everyone starts from the exact same place, and then what they make of it is up to them. We're playing the game for fun, not to model the systemic unfairness of the real world.</p><p></p><p>It's the same reason we now let Halflings be just as strong as Goliaths, Dragons exist and can fly despite their mass, and so on: this is a fantasy game, and it is more fun that way. We're not running a reality simulator.</p><p></p><p>From a personal perspective, I am fine with any method of character generation. I am old and have been playing for more than four decades, and I appreciate Lanefan's point. Though I have to admit that it has always seemed like an inherently problematic design to give some characters permanent advantages or disadvantages based on one tiny, initial set of rolls. Those initial stakes are very asynchronous with pretty much every thing else in the game.</p><p></p><p>Edit: incidentally, though, some middle school Individuals and Societies classes (AKA Social Studies in our day) actually do role-play exercises where the kids are randomly sorted into various levels of haves and have-nots, often when studying something like the French Revolution. I can assure you that the have-not kids almost immediately hold kind of a grudge...which is the point in those lessons, but not something I want to run a whole campaign experiencing.</p></blockquote><p></p>
[QUOTE="Clint_L, post: 9008286, member: 7035894"] It is distinctly measurable in better ability scores that directly help you succeed. I assure you that a 14 year old understands that +4 to hit and damage is a lot better than +1 to hit and damage. As for who is keeping track...have you met a teenager? Yes, I understand that life is not usually equitable. I don't think that needs to be a life lesson attached to D&D, where we can control the rules and make it so that everyone starts from the exact same place, and then what they make of it is up to them. We're playing the game for fun, not to model the systemic unfairness of the real world. It's the same reason we now let Halflings be just as strong as Goliaths, Dragons exist and can fly despite their mass, and so on: this is a fantasy game, and it is more fun that way. We're not running a reality simulator. From a personal perspective, I am fine with any method of character generation. I am old and have been playing for more than four decades, and I appreciate Lanefan's point. Though I have to admit that it has always seemed like an inherently problematic design to give some characters permanent advantages or disadvantages based on one tiny, initial set of rolls. Those initial stakes are very asynchronous with pretty much every thing else in the game. Edit: incidentally, though, some middle school Individuals and Societies classes (AKA Social Studies in our day) actually do role-play exercises where the kids are randomly sorted into various levels of haves and have-nots, often when studying something like the French Revolution. I can assure you that the have-not kids almost immediately hold kind of a grudge...which is the point in those lessons, but not something I want to run a whole campaign experiencing. [/QUOTE]
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