How should we determine attributes?

If you have encouraged this, then you should provide them with a way to generate stats that fits the image they've created. Nothing would stink more than to have the GM lead yo to this cool concept you'd love to play, only to have it dashed because you don't have the stats.

That is an important point.
How about, once they have their character concept, they arrange their attributes according to what they expect to be highest-medium-lowest (based on concept).

From there, highest attribute is 15+1d3, lowest is 6+1d3, middle is 8+1d3, etc (find some numbers and dice spreads that work for you).
 

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The method I used for my current 4e game was to generate 3 or 4 standard arrays, all with the same point buy value for the players to choose from. It worked great.
 

One of my players suggested that people pick scores for other people's characters. It's tempting but I can also see it tearing the group apart. :D
 

How about you have the player's tell a quick story about their character. Or give each player a hypothetical situation their character was involved in earlier in their life. Ask them how the character solved or overcame the situation. If they describe using brute force then assign them an 18 to strength. If they described using wit then assign them an 18 in wisdom. And so forth.

Then do it again but this time the character came out alive but ultimately failed the situation he or she was involved in. Ask the player how the character failed at the hypothetical situation. If they describe not being able to endure a hardship then assign them an 8 in constitution. If they describe a lack of understand a foreign language assign them an 8 in intelligence. And so forth.

Then have them assign mid-ranged stats as they see fit.
 


How about you have the player's tell a quick story about their character. Or give each player a hypothetical situation their character was involved in earlier in their life. Ask them how the character solved or overcame the situation. If they describe using brute force then assign them an 18 to strength. If they described using wit then assign them an 18 in wisdom. And so forth.

Then do it again but this time the character came out alive but ultimately failed the situation he or she was involved in. Ask the player how the character failed at the hypothetical situation. If they describe not being able to endure a hardship then assign them an 8 in constitution. If they describe a lack of understand a foreign language assign them an 8 in intelligence. And so forth.

Then have them assign mid-ranged stats as they see fit.
This could be an interesting approach but could be very leading/MISleading. If you describe a situation in which it is apparant that melee combat would be a superior approach then of course players will choose melee combat. You would need to present a situation where the player would have several options ALL of which would be equally effective and equally valid approaches. If you're going to fish for the players preference then you need a method that determines that preference without bias.
 


Actually, I see it as more likely to result in dull, cookie-cutter characters - character design by committee. UGH.

Attributes by themselves are always dull. It's the player playing the character that makes an interesting character or a cookie cutter character; mechanics rarely have anything to with that.

It's not by committee or compromise, it's other people picking stats based on what the player describes. Not something I'd do with a casual group that only games together. But we have a group of friends that hang out and have known each other for many years so that will help this if we go with it.
 

One of my players suggested that people pick scores for other people's characters. It's tempting but I can also see it tearing the group apart. :D

I would suggest not doing something you expect might tear the group apart, over assigning game stats. :)
 

Give them a couple of choices. Reward the gamblers.

Old School Diaglo: 3d6 in a row but you get a cool magic item to go with it
4d6 drop the lowest or Point Buy are the most common

Roll a bunch of attributes your self with some method. Put them in a hat, have them take turns drawing from the hat of fate. Have more rolled than what are needed to add a fair chance at all getting something they like.

I do like the 10 + 2d4 method mentioned.

I have used Point Buy + #d6 more points to make it slightly variant in style. Something like 24 + 2d6 for a Point buy would give you 26 - 36 Point Buy. Or you can go just straight 7d6 = Point Buy. Chance at greatness or udder failure.
 

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