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How does your group determine ability scores?
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<blockquote data-quote="Oofta" data-source="post: 8657358" data-attributes="member: 6801845"><p>We use point buy. Our very first 5E campaign used the 3.5 point buy with the "heroic" option (32 points, you can buy up to 18), but the PCs felt overpowered. I've never cared for rolling, and I've used some version of point buy in my home campaigns since before there was one (I used Living City's point by system). Before then people would just roll until they got something they'd like because we all knew that a PC with low scores should have stayed on the farm or if they ventured out would soon die a "heroic" death.</p><p></p><p>The last game I played that used point buy we had 1 PC that won the lottery and had a couple of 18s and a low of 14. My wife had a single 14, a 10 and everything else below. The results of rolling were anything but fair and equitable. What made it worse was that we had asked to use point buy - even if that meant that on average they would be worse. After the dice were rolled and she asked once more, the DM just laughed and said something along the lines of "Too bad." We ended up quitting the campaign because of this and a few other reasons.</p><p></p><p>Last but not least, I don't think PCs need super high ability scores. As long as everyone at the table is reasonable balance, it's all good. The problem with rolling is the huge gap between most inherently powerful and least powerful PC at the table that you will get on average. When I ran a set of combat simulations for PCs mimicking the average "low" and "high" in any given group of 6 using the same class, the "high" survived encounters about twice as often as the low. I don't believe that's fair, nor would I find it enjoyable to have that big of a disparity. Different strokes and all, but if a game has 4d6 drop lowest as the only option? I won't join that game.</p></blockquote><p></p>
[QUOTE="Oofta, post: 8657358, member: 6801845"] We use point buy. Our very first 5E campaign used the 3.5 point buy with the "heroic" option (32 points, you can buy up to 18), but the PCs felt overpowered. I've never cared for rolling, and I've used some version of point buy in my home campaigns since before there was one (I used Living City's point by system). Before then people would just roll until they got something they'd like because we all knew that a PC with low scores should have stayed on the farm or if they ventured out would soon die a "heroic" death. The last game I played that used point buy we had 1 PC that won the lottery and had a couple of 18s and a low of 14. My wife had a single 14, a 10 and everything else below. The results of rolling were anything but fair and equitable. What made it worse was that we had asked to use point buy - even if that meant that on average they would be worse. After the dice were rolled and she asked once more, the DM just laughed and said something along the lines of "Too bad." We ended up quitting the campaign because of this and a few other reasons. Last but not least, I don't think PCs need super high ability scores. As long as everyone at the table is reasonable balance, it's all good. The problem with rolling is the huge gap between most inherently powerful and least powerful PC at the table that you will get on average. When I[I] [/I]ran a set of combat simulations for PCs mimicking the average "low" and "high" in any given group of 6 using the same class, the "high" survived encounters about twice as often as the low. I don't believe that's fair, nor would I find it enjoyable to have that big of a disparity. Different strokes and all, but if a game has 4d6 drop lowest as the only option? I won't join that game. [/QUOTE]
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