Legend said:
Here's a quick question for all you DMs out there... What method do you have your players use to generate base stats? And given your stat generation method, what would a typical player's base stats look like?
I have a custom system of my own, actually. It's based, initially, on the GURPS system - all attributes start at 10, and you spend points to raise them - or get points back if you lower them. The table of costs is:
Code:
COST ... ATTRIBUTE
32 ... 18
25 ... 17
18 ... 16
13 ... 15
8 ... 14
5 ... 13
2 ... 12
1 ... 11
0 ... 10
-1 ... 9
-2 ... 8
-3 ... 7
-4 ... 6
If you look carefully, you'll see my pattern was simply to start at a cost of +1/+1 for the first two points purchased, and increase both sides of the pair to the next prime number for each additional two points. So, the cost of an 18 is the sum of (+1, +1, +3, +3, +5, +5, +7, and +7).
I currently give players 50 points to build their character; that used to be 40, which gave spreads somewhat comparable to the standard 4d6-and-drop method.
The
intent of the system is to allow players to have their single 18, if they
really want it ... but also, to more effectively permit, even encourage, a wide range of moderate attributes - which supports the creation of characters like Monks and Paladins, who rely on three or more attributes to "get by".
The instigation of this, was the realisation that the DMG-standard "25 point buy" is
not a 25-point buy; it's a
thirteen point buy, that then ASSUMES you lower each attribute from the average score of 10, down to a disadvantaged 8, before buying them back up. I
despise that sort of duplicity, so I cam up with a more-honest approach (10's cost 0 points). Then I did what I could to steepen the curve as you steadily increase your scores above 10, moreso than the DMG standard, to reward people with lots of 14's and 15's.
Also, do you generate NPC stats in the same way, or do you use some other method?
Same method, but the point values change. Cohorts and significant NPCs get 10 points fewer than the PCs get; named but not significant NPC's get 10 points less, "mooks" get 0 points (IOW, "average stats" per the MM2), central-role NPCs get as much as 20 points more than the PCs, and so on.
My own method is to let my characters take stats that add up to some arbitrary total (usually 81). My players are generally trustworthy, so [no] one yet has set their strength, dex, and con all to 18 at the expense of the mental stats. I've warned them that if they abuse the system, I'll make them use the point-buy system from the DM's guide.
Hmm, six stats, 81 points, that's an average of 13.5 I suppose. The problem there, is, yoru system favors the "one stat matters" characters over the "I
need lots of high attributes" characters.
A fighter, really, only
needs an 18 strength. OTOH, a Paladin needs that,
and a good charisma. A Monk
needs to have a good Dexterity, Wisdom,
and Strength (beign denied armor, they need both good Dex and Wis modifiers, to make up for their otherwise-pitiful AC).