Help a DM w/ Character Creation

I'd suggest you start over. Tell the players that they're all stuck with their original rolls and let the bad rollers talk the good rollers into switching. That way you don't have to do all the dirty work - be a rat-bastard DM and guilt them into letting go :).

If that doesn't work, then your players may be jerks. Start the campaign, and 'accidentally' kill the whole party - you can be subtle, about this, right? Perhaps you could roll some dice, look up with an ashen face, and say - "Uh, oh, you've been over heard - reinforcements are coming. It is KEY that you act remorseful, sorry, and say that you thought it would work better, and that you PROMISE that it won't happen again, and that you'll be more careful. Again, it is key that this not come across as petty revenge - and it isn't - you're doing it for the good of the table in the long run.

In either of the above, now it's time to start over with character creation. This time I'd use the following system. Where we use 74, you could use whatever number you want. If you want to go VERY high powered, you could use 86, which would be TWO cards of each attribute per character and two wild cards. Basically, negotiate this number with the players.

The system we use:

We’re using a system new to our group in our current campaign. So far it’s been fantastic! I borrowed the general idea from Wulf’s (original?) campaign hour.

Here’s how we instituted it:
1. The DM determines his goal for overall attribute value. In my campaign, I chose 74 (an average attribute slightly above 12).
2. Before the first playing session, players arrive for a ‘war meeting.’ Each player has a general idea of some characters he’d like to play, knowing that this might have to change based on what other players want.
3. Each player is given eight cards. Six of the cards have the name of a stat and +2, such as “+2 STRENGTH,” or “+2 DEXTERITY.” The other two cards have “+1 WILD.” Effectively, each player has a starting distribution of 12 in each stat, with two +1s he can add to any stat.
4. The players trade cards amongst themselves, always on a one-for-one basis. No player can ever hold more than four cards of any one stat (i.e., 18 attribute max). When everybody is satisfied – or enough players are satisfied that nobody is trading anymore – trading is closed.

What happens is that, if two players want to play a rogue (for instance), they discover that pretty quickly. If you have four players, that pretty much means that either (i) one of them will have a bad dex, (ii) both of them will have so-so dex, or (iii) one of them will change to another option.

Assuming that you have reasonably mature and flexible players, this does a great job of taking care of party mix – you’re not going to wind up with four front-line fighters, because there aren’t enough front-line stats in the pool to support this. Also, it fixes one thing I don’t like about the point buy system – you don’t wind up with every character having a 14 con (at least it’s always worked that way in our campaigns). You’ll end up having a full gamut of stats among the group, which I like.

A front-line fighter might have a 14 wisdom, because he had to agree to trade a dex card and a con card for a wis card and a str card in order to get the strength he wanted – yes, I said above that trading is one-for-one, but players always seem to get around that. We don’t get this with point buys or even roll & assign, and it adds a certain character depth that I enjoy.

YMMV, but I plan on sticking with this system indefinitely, as it’s worked so well for us. If anyone’s interested, I can give a quick overview on our ways of dealing with new players and replacement characters.
 

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Quickee Update

Well I took some of you guys' advice and made everyone go back to the drawing board and do point buy (30pt) I figure this is the only fair way. There is some groaning, and some comments tha certain concepts are no longer playable because of a -2 attribute penalty to a key stat, but I think in the end that everyone will be happy that we don't end up with 2 "gods" and 3 "support characters" Also, the adventure will hopefully be a little more tailored to what the characters can do, so that everyone feels useful and that they have their own 15 minutes.

Tas
 

Tas said:
There is some groaning, and some comments tha certain concepts are no longer playable because of a -2 attribute penalty to a key stat...
Tas
Heh... Well, you saw that coming... just remind them an 18 really isn't that important, at 1st anyway...

Mike
 

WARNING: RANT!


I did not read all of the replies, so I apologize for any repetitions.


Your players are nuts. "18, 16 and a bunch of crap"???!!!???!!!???!!!??!!??!?!?!?!?!?!?!?!??!!?


What on earth are they used to playing with?? Here is what I would do.... make them roll 3D6 six times. Let them put the stats in whatever order they wish, then play that group for a session or two. Then, when they realize how awesome it is to have an "18, 16, and a bunch of crap", you restart the old campaign again. If they whine and mope and cry and pout, tell them in no uncertain terms that you think that 30 points to purchase stats is perfectly reasonable and that they will suffer your terms as you are the DM. Otherwise, they can take up the reins and sit on the other side of the screen.



Good lord, what kind of stats do they want? It sounds to me like you have the misfortune of DM'ing a bunch of kids, as opposed to at least semi-mature gamers. Do they realize that a 10 is average? Do they know that 18 is near genius as far as intelligence goes? Make them role-play characters with stats that you feel your players possess in real life.... probably nothing above a 12... then re-assert your normal system, be it 4D6, 30 point buy, or whatever.

I cannot stand players like that.... hope I didn't offend anybody. DM'ing is hard enough without cry-baby players in the mix. I personally give any and all such persons a size 9 1/2 shoe right in the behind as they walk out the door.




AAAHHHHH! I feel better.....
 

As far as how good the stats we have been playing are: I think I had a typical character for the last campaign. Before adjusts, everything was in the 13+ region, with an 18. Then add a +2 INT race from underdark in, and see the normal Dumbgeons and Dragons fun...

He is right about your stats sucking if you go the 18 & 16 route. That's 26 points, leaving at least 2 stats at 8. The solution is of course to tae an 18 and 16, but maybe a 16 and 14, and then work on bumping stuff via items and leveling points. One of the players finally mentioned that, and was completely uplifted. The other group I play with has been using point buy for awhile, and you honestly end up with fine characters.

The lower stat thing came from a guy who's trying to play a warforged artifacer, so I do understand where he is coming from. Artifacers live and die so much by their Use Magic Device rolls that a +1 difference could be big, especially before 3rd level when you can start making items to enhance your UMD rolls. Plus putting 10 points into a stat and only getting 6 points worth of benefits sucks. I guess that's part of the disadvantage of playing race with net negative stat mods. At least the warfored has some good stuff, unlike say a half-orc.

Tas
 

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