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If we all rolled the normal way for stats, how come he has three 18's?
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<blockquote data-quote="Philotomy Jurament" data-source="post: 3813164" data-attributes="member: 20854"><p>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. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite7" alt=":p" title="Stick out tongue :p" loading="lazy" data-shortname=":p" /> 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.</p><p></p><p></p><p>Sure; players should enjoy playing the PC. However, low stats needn't be an automatic deal-breaker for player satisfaction; it depends on your assumptions going in. As I <a href="http://www.enworld.org/showpost.php?p=3809771&postcount=48" target="_blank">mentioned up-thread</a>, 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?</p><p></p><p>I'm not saying it's the one true way, or that everyone would enjoy such an approach, but I think roll-in-order-and-play-it gets dismissed too casually, sometimes. It can be fun, you just need to approach it with a different attitude and set of assumptions. IMO, it works especially well for traditional dungeon play, and also for campaigns where the overall story is more important than the specific characters (similar to those big, fat, fantasy novels/series that have major characters die off and be replaced by others, while continuing the overall story).</p><p></p><p>I don't think it's an either/or dichotomy. Sometimes you want to start with a PC conception and "build" that PC, rather than going randomly (i.e. the fun is in the conception of the PC, rather than in the challenge of playing the hand you're dealt). In that case, roll-and-arrange, point-buy, or just assigning the appropriate numbers are all good approaches. That works well for games where it's all about the specific characters.</p></blockquote><p></p>
[QUOTE="Philotomy Jurament, post: 3813164, member: 20854"] 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. :p 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. Sure; players should enjoy playing the PC. However, low stats needn't be an automatic deal-breaker for player satisfaction; it depends on your assumptions going in. As I [url=http://www.enworld.org/showpost.php?p=3809771&postcount=48]mentioned up-thread[/url], 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? I'm not saying it's the one true way, or that everyone would enjoy such an approach, but I think roll-in-order-and-play-it gets dismissed too casually, sometimes. It can be fun, you just need to approach it with a different attitude and set of assumptions. IMO, it works especially well for traditional dungeon play, and also for campaigns where the overall story is more important than the specific characters (similar to those big, fat, fantasy novels/series that have major characters die off and be replaced by others, while continuing the overall story). I don't think it's an either/or dichotomy. Sometimes you want to start with a PC conception and "build" that PC, rather than going randomly (i.e. the fun is in the conception of the PC, rather than in the challenge of playing the hand you're dealt). In that case, roll-and-arrange, point-buy, or just assigning the appropriate numbers are all good approaches. That works well for games where it's all about the specific characters. [/QUOTE]
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If we all rolled the normal way for stats, how come he has three 18's?
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