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Informal DM Survey: Stat Generation Method?
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<blockquote data-quote="Pax" data-source="post: 1480238" data-attributes="member: 6875"><p>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:</p><p></p><p>[code]</p><p>COST ... ATTRIBUTE</p><p> 32 ... 18</p><p> 25 ... 17</p><p> 18 ... 16</p><p> 13 ... 15</p><p> 8 ... 14</p><p> 5 ... 13</p><p> 2 ... 12</p><p> 1 ... 11</p><p> 0 ... 10</p><p> -1 ... 9</p><p> -2 ... 8</p><p> -3 ... 7</p><p> -4 ... 6</p><p>[/code]</p><p></p><p> 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).</p><p></p><p> 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.</p><p></p><p> The <strong>intent</strong> of the system is to allow players to have their single 18, if they <strong>really</strong> 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".</p><p></p><p> The instigation of this, was the realisation that the DMG-standard "25 point buy" is <strong>not</strong> a 25-point buy; it's a <strong>thirteen</strong> 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 <strong>despise</strong> 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.</p><p></p><p></p><p> 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.</p><p></p><p></p><p> 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 <strong>need</strong> lots of high attributes" characters.</p><p></p><p> A fighter, really, only <strong>needs</strong> an 18 strength. OTOH, a Paladin needs that, <strong>and</strong> a good charisma. A Monk <strong>needs</strong> to have a good Dexterity, Wisdom, <strong>and</strong> Strength (beign denied armor, they need both good Dex and Wis modifiers, to make up for their otherwise-pitiful AC).</p></blockquote><p></p>
[QUOTE="Pax, post: 1480238, member: 6875"] 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 [/code] 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 [b]intent[/b] of the system is to allow players to have their single 18, if they [b]really[/b] 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 [b]not[/b] a 25-point buy; it's a [b]thirteen[/b] 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 [b]despise[/b] 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. 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. 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 [b]need[/b] lots of high attributes" characters. A fighter, really, only [b]needs[/b] an 18 strength. OTOH, a Paladin needs that, [b]and[/b] a good charisma. A Monk [b]needs[/b] to have a good Dexterity, Wisdom, [b]and[/b] Strength (beign denied armor, they need both good Dex and Wis modifiers, to make up for their otherwise-pitiful AC). [/QUOTE]
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