[Hijack] Debate over definition of "grit." Plus: is Midnight gritty?

Tom Cashel

First Post
Until 3.5 came to dominate every facet of our games, I often saw threads talking about “gritty” and “realistic” games, and advice on how to make your setting more so, or opinions on which setting is currently the grittiest. Yesterday I discovered the grit in a strange place, and I’m here to tell you that it’s not in the setting. It comes way before the setting.

I am running a short Call of Cthulhu game (classic rules, natch) tomorrow, and since all participants will be meeting in Philly for the weekend I decided to pre-generate the Investigators. They sent background and chose professions, I rolled the ability scores and distributed the skill points, leaving them a good number of skill points with which to customize. Greatly simplifies the process, and gets us gaming faster.

So where’s the grit, Tom??

Glad you asked. As I started rolling abilities, without even thinking I rolled 4D6 (drop lowest) for those abilities based on a 3D6 roll. Then I got to the 2D6+6 abilites (SIZ, INT), and I rolled 3D6 (drop lowest) +6.

Then I stopped. Why was I using this method? What the hell was I thinking?

Mostly that I wanted the players to be satisfied with their Investigators. But then I looked at how artificially inflated all the scores were. It just wasn’t right for Cthulhu. So I went back and rolled a straight 3D6 for the abilities, took whatever number was rolled, and applied the scores in order.

If you want the grit, you’ll do this for D&D.

I’ve got nothing against the Heroic dice-rolling methods (4D6 drop lowest, etc.), or even point-buy...I used those methods for years. But rolling 3D6 for each score, and applying the scores in order, really puts the element of chance back into PC generation. It results in average scores, plus the occasional abysmally low score and the occasional astronomical score. It gives the player strong clues for role-play...if you know that your character is strong as an ox and ugly as sin, you’ve got something to go on. Or smart as a whip but also a clumsy oaf, etc....you get the idea.

Abilities once again become the foundation of character, rather than a homogenized flurry of 16s, 17s, and 18s, with the token "8."

All this got me thinking...do players really need artificially inflated ability scores to be “satisfied?” Do they need to re-roll stats dozens of times to get a “good” set? Even with the 3.0/3.5 rules allowing for more ability points with level gain, and the plethora of ability-raising items and spells?

Naturally, the DM who asks his players to generate PCs with this method must be careful with challenges. But I contend that a game based on numbers, dice and chance should be true to its roots—it should rely on these three qualities at all times.

Next time I run a game, the players will roll up characters at the table during the first session. There’ll be no fudging, no point-buy, no drop-the-lowest, no re-rolling unless the character’s stats are truly abysmal (no single score above 12). It’ll be 3D6 for each stat, apply in order, and pick a class based on what you get. Use the character’s good and bad qualities as a guide for role-playing, rather than leaning on the alignment crutch.

This is old-school, and this is drastic—I understand these things. But despite contrary assertions, D&D is just a game. Chance (and hopefully luck) is the single ruling factor behind every mechanic. Let’s put the dice back into the fundamental mechanic of character creation, and get back to the nitty-gritty, the luck of the draw.
 
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Depends on how you view the "game". I view RPG's like D&D as group storytelling. The DM creates the plot. minor or major NPC's, and challenges and the players create the main characters who will be involved in the plot trying to overcome the challenges while interacting with the minor or major NPC's.

My main concern lies with the progress of the story. The mechanics and random chance are not a high priority. I try to create challenges that challenge the player's, but in such a way that it makes for a good story. I certainly don't want to kill them and I definitely don't want them to feel like regular people surviving a gritty adventure unless that is the story we are trying to tell.

Character generation very much depends on the story I am telling.
 

You've never seen me or my friends roll dice. We are the bottom of the bell curve. Rolling above 6 on 3d6 is almost beyond us. We need 4 dice to get average scores.
 


I could see it for the occasional fun game, but not for a regular campaign.

Why? Because 3E scores are so different from classic D&D scores, or Call of Cthulhu scores for that matter, that a truly bad turnout will doom a character.

Suppose the following stats (just rolled on a dice roller using 3d6:

S-13
I-8
W-7
D-5
C-12
Ch-4

Truly entertaining 3E character, I assure you. He could be a fighter, and that's about it, but whether in a social setting or a combat-heavy area, he would likely be dead in short order.

He's just strong and healthy enough to be in the front, and get himself killed.

He possesses average smarts, which for a fighter means a grand total of 4 skill points.

He's as clever as a lemming.

He's as agile as a lead box.

and he has the personal skills of a circular saw.

So this means two things to me:

1) I have abysmal die-rolling skills. :)

2) 4d6 drop lowest isn't such a bad thing when making new characters.
 

Henry makes a good point. Cthulhu characters are generally normal people caught up in events far beyond mortal ken. Stats for them shouldn't have to be that high, since they're usually doomed from the get-go. D&D characters are supposedly heroes-in-the-making, given the genre of the game.

By the way, I forgot to mention an important aspect of HackMaster ability generation: each ability, in addition to the 3-18 stat, also has a percentile score. Each level, percentile dice are rolled and added to that score (there are a few other stipulations, but they're not important for this discussion). If the score exceeds 100%, the stat is raised to the next number. So even HackMaster ain't that gritty.
 

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