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*Dungeons & Dragons
here's how to stop jealousy in between lucky players and unlucky ones
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<blockquote data-quote="EzekielRaiden" data-source="post: 9060326" data-attributes="member: 6790260"><p>All of those things you described are literally methods to partially reduce variance by ensuring everyone has a good chance of throwing out bad stat arrays and keeping good ones.</p><p></p><p></p><p>Exactly my point. People want the fun of rolling, but none of the negative side effects of rolling. That is the problem. To the best of my knowledge, there is no way to actually do that. To get the fun of rolling you <em>must</em> have the negative parts. The more you reduce the negatives, the more you have pulled away from the stuff that makes rolling fun. One can rationalize, one can pick out specific bits and say "well this <em>one bit</em> of Theseus' ship is what makes it his," etc., but ultimately what you're doing is accepting a compromise of N% randomness and (100-N)% control.</p><p></p><p></p><p>Perhaps. It's going to lead to fairly powerful characters though. With N players, that's effectively equivalent (not equal, but fairly similar) to letting every player roll N sets of stats and then keep the best set. At that point, why not just let players pick what stats they want, as long as their picks aren't grossly overpowered? It's not like you're putting a meaningful limit to begin with. Multiple 15+ stats are extremely likely, <em>before</em> racial bonuses.</p><p></p><p>Like, consider the following sample rolls. Just used Anydice, simple "highest 3 of 4d6," had it generate sets of 30 rolls and then just split those into five arrays in the order they were rolled.</p><p>[SPOILER="Roll data"]16, 13, 12, 14, 18, 14</p><p>10, 10, 11, 9, 11, 13</p><p>7, 12, 15, 12, 16, 13</p><p>8, 8, 12, 10, 11, 14</p><p>15, 7, 14, 13, 11, 15</p><p></p><p>16, 18, 14, 9, 14, 7</p><p>15, 11, 16, 14, 18, 10</p><p>14, 10, 17, 14, 15, 15</p><p>12, 11, 6, 14, 11, 11</p><p>14, 8, 8, 13, 11, 11</p><p></p><p>13, 11, 11, 9, 15, 11</p><p>9, 16, 11, 7, 9, 15</p><p>13, 5, 13, 15, 12, 13</p><p>17, 12, 14, 10, 13, 9</p><p>13, 18, 15, 16, 10, 10</p><p></p><p>10, 12, 14, 16, 12, 10</p><p>16, 16, 9, 13, 14, 11</p><p>15, 13, 16, 7, 10, 14</p><p>14, 13, 15, 8, 7, 14</p><p>14, 13, 7, 14, 10, 15</p><p></p><p>13, 10, 14, 12, 9, 17</p><p>13, 14, 12, 13, 12, 10</p><p>12, 14, 7, 14, 10, 15</p><p>14, 14, 7, 12, 13, 10</p><p>14, 14, 8, 11, 14, 13[/SPOILER]</p><p></p><p>For all but the fifth set, every set has at least one array with two stats 15+, and often more than one with even better than that (either more 15+ stats or at least two 16+), while again in all but the last two sets there are both awesome and <em>terrible</em> arrays here (first and second have some especially bad ones, but that 5 in an otherwise okay-ish array in the third set gets dishonorable mention.) Giving everyone the best array of the set <em>pretty much</em> means "pick two stats and 15-16, and two more at 13-14. Your call if you want any penalties." If you desire randomness, simply roll for where your stats will go, rather than how high they will be.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 9060326, member: 6790260"] All of those things you described are literally methods to partially reduce variance by ensuring everyone has a good chance of throwing out bad stat arrays and keeping good ones. Exactly my point. People want the fun of rolling, but none of the negative side effects of rolling. That is the problem. To the best of my knowledge, there is no way to actually do that. To get the fun of rolling you [I]must[/I] have the negative parts. The more you reduce the negatives, the more you have pulled away from the stuff that makes rolling fun. One can rationalize, one can pick out specific bits and say "well this [I]one bit[/I] of Theseus' ship is what makes it his," etc., but ultimately what you're doing is accepting a compromise of N% randomness and (100-N)% control. Perhaps. It's going to lead to fairly powerful characters though. With N players, that's effectively equivalent (not equal, but fairly similar) to letting every player roll N sets of stats and then keep the best set. At that point, why not just let players pick what stats they want, as long as their picks aren't grossly overpowered? It's not like you're putting a meaningful limit to begin with. Multiple 15+ stats are extremely likely, [I]before[/I] racial bonuses. Like, consider the following sample rolls. Just used Anydice, simple "highest 3 of 4d6," had it generate sets of 30 rolls and then just split those into five arrays in the order they were rolled. [SPOILER="Roll data"]16, 13, 12, 14, 18, 14 10, 10, 11, 9, 11, 13 7, 12, 15, 12, 16, 13 8, 8, 12, 10, 11, 14 15, 7, 14, 13, 11, 15 16, 18, 14, 9, 14, 7 15, 11, 16, 14, 18, 10 14, 10, 17, 14, 15, 15 12, 11, 6, 14, 11, 11 14, 8, 8, 13, 11, 11 13, 11, 11, 9, 15, 11 9, 16, 11, 7, 9, 15 13, 5, 13, 15, 12, 13 17, 12, 14, 10, 13, 9 13, 18, 15, 16, 10, 10 10, 12, 14, 16, 12, 10 16, 16, 9, 13, 14, 11 15, 13, 16, 7, 10, 14 14, 13, 15, 8, 7, 14 14, 13, 7, 14, 10, 15 13, 10, 14, 12, 9, 17 13, 14, 12, 13, 12, 10 12, 14, 7, 14, 10, 15 14, 14, 7, 12, 13, 10 14, 14, 8, 11, 14, 13[/SPOILER] For all but the fifth set, every set has at least one array with two stats 15+, and often more than one with even better than that (either more 15+ stats or at least two 16+), while again in all but the last two sets there are both awesome and [I]terrible[/I] arrays here (first and second have some especially bad ones, but that 5 in an otherwise okay-ish array in the third set gets dishonorable mention.) Giving everyone the best array of the set [I]pretty much[/I] means "pick two stats and 15-16, and two more at 13-14. Your call if you want any penalties." If you desire randomness, simply roll for where your stats will go, rather than how high they will be. [/QUOTE]
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