FreeTheSlaves
Adventurer
First up just to be clear Philotomy, I’m enjoying what you’re saying. I’m just exploring this topic again from a new viewpoint.
I don't think unviable is wholely qualitatitve, poor stat placements can lead to poorly performing characters. An extreme example could be the high int coupled with low dex and con, while the overall stats do not qualify for reroll. (Also, a reroll system imo is a bit of a cop out – shouldn’t a system be self-contained and require as little looping as possible?)
I have played 3d6 in order and had fun. However I think we had fun despite the system, rather than because of it. Making lemonade out of lemons and all that. The 4d6 in order (organic) method proved to be better, but even so we felt the need to skew it by making it 2d6+6.
Skewing the rolling system is another approach I'm perfectly fine with. So long as the worst result can co-exist with the best result without disruption, such a system can capture the best aspects of the rolling methods. I'd imagine a more perfect system to have relatively small variations in results and probably have something like a different method for every 'set' of stats. A set would be a sub-grouping of the 6 stats that would have their value range predetermined.
I doubt anyone really benefits from going through the motions with the suicidal character. It’s more work for the poor dm and disjointed play for the other players. It’s not a solution I’d like to contemplate.
Could “good play” be independent of all methods? (I’m also not sure what you mean by good play, is that fun play or tactical play?) Yep, I’ve seen the player hurl his 17,16,17,16,16,16 fighter into certain death and been bummed out by the result. I guess that’s not good play however you define it. But I think that player was prone to act like that whatever the method.
The short answer for myself is “no, I cannot hack it.”
I don’t want poor stats but I'm creative. Give me good stats and I’ll remain just as creative, and I'll be happier and have more fun.
It would be nice if whatever the method used, I would get nice high stats – with a bit of variety because high stats need context to be regarded as high. I’d also like that variety to exist on my character sheet, not by comparing my sheet with the sheets of my friends.
Philotomy Jurament said:Of course, "unviable" is qualitative. In any case, "unviable" can be addressed by throwing out a "hopeless" set of rolls, or by skewing the rolls so you get numbers within an acceptable range (e.g. 2d6+6 or whatever creates the range you're willing to consider). Or by playing the hopeless PC -- if he's truly hopeless, he'll die.Actually, I've seen some "hopeless" PCs survive and do fine; personally, I find that good play is more important than good stats, but that probably varies with the group and with the system.
I don't think unviable is wholely qualitatitve, poor stat placements can lead to poorly performing characters. An extreme example could be the high int coupled with low dex and con, while the overall stats do not qualify for reroll. (Also, a reroll system imo is a bit of a cop out – shouldn’t a system be self-contained and require as little looping as possible?)
I have played 3d6 in order and had fun. However I think we had fun despite the system, rather than because of it. Making lemonade out of lemons and all that. The 4d6 in order (organic) method proved to be better, but even so we felt the need to skew it by making it 2d6+6.
Skewing the rolling system is another approach I'm perfectly fine with. So long as the worst result can co-exist with the best result without disruption, such a system can capture the best aspects of the rolling methods. I'd imagine a more perfect system to have relatively small variations in results and probably have something like a different method for every 'set' of stats. A set would be a sub-grouping of the 6 stats that would have their value range predetermined.
I doubt anyone really benefits from going through the motions with the suicidal character. It’s more work for the poor dm and disjointed play for the other players. It’s not a solution I’d like to contemplate.
Could “good play” be independent of all methods? (I’m also not sure what you mean by good play, is that fun play or tactical play?) Yep, I’ve seen the player hurl his 17,16,17,16,16,16 fighter into certain death and been bummed out by the result. I guess that’s not good play however you define it. But I think that player was prone to act like that whatever the method.
Philotomy Jurament said:However, low stats needn't be an automatic deal-breaker for player satisfaction; it depends on your assumptions going in. As I mentioned up-thread, a good deal of the fun in rolled stats is the challenge of "playing the hand you're dealt." You see what fate gives you. You exercise your creativity to make an interesting PC from the rolls you came up with. You look at low stats as a challenge -- can you hack it?
The short answer for myself is “no, I cannot hack it.”

I don’t want poor stats but I'm creative. Give me good stats and I’ll remain just as creative, and I'll be happier and have more fun.
It would be nice if whatever the method used, I would get nice high stats – with a bit of variety because high stats need context to be regarded as high. I’d also like that variety to exist on my character sheet, not by comparing my sheet with the sheets of my friends.