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General Tabletop Discussion
*Pathfinder & Starfinder
I hope stat generation is addressed
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<blockquote data-quote="Philotomy Jurament" data-source="post: 3777123" data-attributes="member: 20854"><p>This assumes that the goal is for the player to 1.) start with a PC concept they're envisioning and then 2.) create the PC.</p><p></p><p>That's fine, but it's not the only way to approach the game. It's also fun (and a creative challenge) to start with 3d6 (or 4d6 drop lowest, etc) and see what you end up with, then play that PC. You can get some interesting PCs that way, too. For example, the Fighter in my Lost City campaign (see link in sig) has a 10 Str and a 16 Cha. He is finding that using his Cha to influence and lead NPC followers is an important and poweful aspect of his character. In the same game, I have an Elf F/MU with an 11 Str, 12 Int, and 17 (!) Wis. The player rolled those stats, but didn't want to play a Cleric, so she went with an Elf. The Cleric PC has a 10 Wis. <img src="http://www.enworld.org/forum/images/smilies/laugh.png" class="smilie" loading="lazy" alt=":lol:" title="Laughing :lol:" data-shortname=":lol:" /> </p><p></p><p>My position is that is depends on how you approach the game. If you look at it as "the players are supposed to have a creative vision and then work towards building that vision" then picking stats works great. If you look at is as "here's a game with some parameters and rules -- how can I be creative within the parameters I'm given" then rolling for stats is just part of the fun.</p><p></p><p>(Point buy is kind of a middle ground. You have a the "player vision" first, but there's still some constraints on them. Of course, there's probably constraints on "pick your stats," too. That is: pick your stats...within reason. If I'm running a "player vision" game, I'd go with pick your stats, within reason. That's just me. In general, I like the "roll and be creative with what you get" approach, the best.)</p><p></p><p>Anyway, I agree with you that "pick you stats" is a valid option that should be listed with the others.</p></blockquote><p></p>
[QUOTE="Philotomy Jurament, post: 3777123, member: 20854"] This assumes that the goal is for the player to 1.) start with a PC concept they're envisioning and then 2.) create the PC. That's fine, but it's not the only way to approach the game. It's also fun (and a creative challenge) to start with 3d6 (or 4d6 drop lowest, etc) and see what you end up with, then play that PC. You can get some interesting PCs that way, too. For example, the Fighter in my Lost City campaign (see link in sig) has a 10 Str and a 16 Cha. He is finding that using his Cha to influence and lead NPC followers is an important and poweful aspect of his character. In the same game, I have an Elf F/MU with an 11 Str, 12 Int, and 17 (!) Wis. The player rolled those stats, but didn't want to play a Cleric, so she went with an Elf. The Cleric PC has a 10 Wis. :lol: My position is that is depends on how you approach the game. If you look at it as "the players are supposed to have a creative vision and then work towards building that vision" then picking stats works great. If you look at is as "here's a game with some parameters and rules -- how can I be creative within the parameters I'm given" then rolling for stats is just part of the fun. (Point buy is kind of a middle ground. You have a the "player vision" first, but there's still some constraints on them. Of course, there's probably constraints on "pick your stats," too. That is: pick your stats...within reason. If I'm running a "player vision" game, I'd go with pick your stats, within reason. That's just me. In general, I like the "roll and be creative with what you get" approach, the best.) Anyway, I agree with you that "pick you stats" is a valid option that should be listed with the others. [/QUOTE]
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I hope stat generation is addressed
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