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High and Low Stat discrepancy and opinion
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<blockquote data-quote="Umbran" data-source="post: 6369995" data-attributes="member: 177"><p>In the direst cases, it is "wrongity-wrong, with wrong sauce" <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p></p><p></p><p></p><p>Aside from how those are apples and oranges, you mean?</p><p></p><p>If he finds that a character build is too powerful for his game, or is otherwise out-performing everyone else at the table, then yes, I expect him to eventually speak with the player about it. Not in the middle of a combat, but I expect adjustments to be made, in general. Adjustments before the character sees even a moment of play would be, in my mind, even better than having to rebuild the character after several levels of advancement.</p><p></p><p></p><p></p><p>As I said, we don't *JUST* want random. It is random, <em>with parameters</em>. As I have also said, it is not illogical to desire parameters that differ from what the basic "4d6, drop lowest" produces. And not everyone is a game designer or statistician that can easily make up the hard rules that will mechanistically produce the desired effect. Basically, "random, with DM oversight" seems as reasonable as "point buy, with GM oversight". The base desire to not have what dice will produce more than a couple standard deviations out is no stranger than not wanting to have a super-optimized point-buy build. His execution seems to have left something to be desired, but the general idea isn't problematic.</p><p></p><p></p><p></p><p>Have you never made a mistake? Done everything perfectly the first time out? Never been surprised by an unexpected result? Maybe you should cut some slack - at leastin the name of givign *constructive* criticism. Maybe he hasn't seen this sort of thing happen often enough for him to have to have thought ahead. At least he recognized that it would be an issue before play began, rather than after 5 levels had passed and the player was really attached to the character.</p><p></p><p>Was he perfect? No. When I use random generation, I generally also tell the players that, should a character come up too weak or too powerful (either compared to the other characters, or my expectations for the particular campaign, depending on the situation) that we may have to discuss some edits. He should have used some similar disclaimer, so expectations were set properly.</p></blockquote><p></p>
[QUOTE="Umbran, post: 6369995, member: 177"] In the direst cases, it is "wrongity-wrong, with wrong sauce" :) Aside from how those are apples and oranges, you mean? If he finds that a character build is too powerful for his game, or is otherwise out-performing everyone else at the table, then yes, I expect him to eventually speak with the player about it. Not in the middle of a combat, but I expect adjustments to be made, in general. Adjustments before the character sees even a moment of play would be, in my mind, even better than having to rebuild the character after several levels of advancement. As I said, we don't *JUST* want random. It is random, [I]with parameters[/I]. As I have also said, it is not illogical to desire parameters that differ from what the basic "4d6, drop lowest" produces. And not everyone is a game designer or statistician that can easily make up the hard rules that will mechanistically produce the desired effect. Basically, "random, with DM oversight" seems as reasonable as "point buy, with GM oversight". The base desire to not have what dice will produce more than a couple standard deviations out is no stranger than not wanting to have a super-optimized point-buy build. His execution seems to have left something to be desired, but the general idea isn't problematic. Have you never made a mistake? Done everything perfectly the first time out? Never been surprised by an unexpected result? Maybe you should cut some slack - at leastin the name of givign *constructive* criticism. Maybe he hasn't seen this sort of thing happen often enough for him to have to have thought ahead. At least he recognized that it would be an issue before play began, rather than after 5 levels had passed and the player was really attached to the character. Was he perfect? No. When I use random generation, I generally also tell the players that, should a character come up too weak or too powerful (either compared to the other characters, or my expectations for the particular campaign, depending on the situation) that we may have to discuss some edits. He should have used some similar disclaimer, so expectations were set properly. [/QUOTE]
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