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How should we determine attributes?
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<blockquote data-quote="Crothian" data-source="post: 4987296" data-attributes="member: 232"><p>I'm not that concerned with balance. It's more an illusion that makes people feel better but I've shown the players it means less the games want it to. </p><p></p><p>Last time we picked attribute and it was a big social experiment and worked great. The players have hinted that they if we do it agian they might try to abuse it since no one did last time. I still may let them do this to see if they are bluffing. </p><p></p><p>I'm not a fan of point buy. We usuallyu do that but I am hoping to get something more fun. Rolling of dice or using cards creates a randomness I like but some of the players are fearful of their luck. Plus with creating the character ahead of time like we have random can play against that. </p><p></p><p>I was thinking of maybe doing a draft and put in there some other mechancally benifits to see what happens.</p></blockquote><p></p>
[QUOTE="Crothian, post: 4987296, member: 232"] I'm not that concerned with balance. It's more an illusion that makes people feel better but I've shown the players it means less the games want it to. Last time we picked attribute and it was a big social experiment and worked great. The players have hinted that they if we do it agian they might try to abuse it since no one did last time. I still may let them do this to see if they are bluffing. I'm not a fan of point buy. We usuallyu do that but I am hoping to get something more fun. Rolling of dice or using cards creates a randomness I like but some of the players are fearful of their luck. Plus with creating the character ahead of time like we have random can play against that. I was thinking of maybe doing a draft and put in there some other mechancally benifits to see what happens. [/QUOTE]
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How should we determine attributes?
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