Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
How do you handle randomly rolling for stats
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Clint_L" data-source="post: 9350153" data-attributes="member: 7035894"><p>That's not a fun way to introduce brand new players to the game. My in-school campaigns for beginners are one term each. Making a student play with a lame character only to die a few games in would be terrible design.</p><p></p><p>Should we apply this philosophy to all games? Okay kids, we're going to play tag. Some of you get to run, but if you were born in a winter or summer month, you have to walk. Enjoy it for what it is!</p><p></p><p>Or imagine a <em>Super Mario 2</em> game where your jumping distance is randomly determined at the start of each game, and you have to stick with it until the game is over. What do you think 99% of players will immediately do if they start with a low "jump" ability? Enjoy it for what it is, or immediately kill off Mario so that they can try again with a better jumping ability?</p><p></p><p>There is quite a body of research concerning lesson plans that try to teach "life lessons" through activities that emulate real world inequities. They are generally a bad idea that create resentment and division amongst students and can do serious psychological damage. Quite a few real life controversies have resulted from (typically inexperienced) teachers implementing lessons intended to emulate real world inequities only to have the whole thing backfire horribly.</p><p></p><p>If a teacher proposed such an idea to me, I would tell them, "It's a disaster waiting to happen."</p><p></p><p>A) see above.</p><p></p><p>B) Most people don't play games to learn life lessons. I play D&D for fun. Also, students are perfectly aware that the world is full of injustice and inequity. It's not like some big revelation they get from their elders. <em>They're at school.</em> They get differences in looks and aptitude and talent and everything else rubbed in their face all day long, half the time while getting assessed on it. Maybe they could use a break from it?</p><p></p><p>C) There are other games that start with a similar design philosophy so that initial bad or good luck largely determine the rest of the game. <em>Monopoly</em> comes to mind. One of the main changes in modern game design was to move away from structural inequity based on luck and towards systems that are more dependent on player skill.</p><p></p><p>I do agree that luck is an important aspect of D&D, as it adds narrative randomness. But relying on it to an extent that can feel relentlessly punishing is not for me.</p></blockquote><p></p>
[QUOTE="Clint_L, post: 9350153, member: 7035894"] That's not a fun way to introduce brand new players to the game. My in-school campaigns for beginners are one term each. Making a student play with a lame character only to die a few games in would be terrible design. Should we apply this philosophy to all games? Okay kids, we're going to play tag. Some of you get to run, but if you were born in a winter or summer month, you have to walk. Enjoy it for what it is! Or imagine a [I]Super Mario 2[/I] game where your jumping distance is randomly determined at the start of each game, and you have to stick with it until the game is over. What do you think 99% of players will immediately do if they start with a low "jump" ability? Enjoy it for what it is, or immediately kill off Mario so that they can try again with a better jumping ability? There is quite a body of research concerning lesson plans that try to teach "life lessons" through activities that emulate real world inequities. They are generally a bad idea that create resentment and division amongst students and can do serious psychological damage. Quite a few real life controversies have resulted from (typically inexperienced) teachers implementing lessons intended to emulate real world inequities only to have the whole thing backfire horribly. If a teacher proposed such an idea to me, I would tell them, "It's a disaster waiting to happen." A) see above. B) Most people don't play games to learn life lessons. I play D&D for fun. Also, students are perfectly aware that the world is full of injustice and inequity. It's not like some big revelation they get from their elders. [I]They're at school.[/I] They get differences in looks and aptitude and talent and everything else rubbed in their face all day long, half the time while getting assessed on it. Maybe they could use a break from it? C) There are other games that start with a similar design philosophy so that initial bad or good luck largely determine the rest of the game. [I]Monopoly[/I] comes to mind. One of the main changes in modern game design was to move away from structural inequity based on luck and towards systems that are more dependent on player skill. I do agree that luck is an important aspect of D&D, as it adds narrative randomness. But relying on it to an extent that can feel relentlessly punishing is not for me. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
How do you handle randomly rolling for stats
Top