Inherent PC Superiority?

I think of RPG's, well, at least the ones I play, as adventure fiction simulators. As such, they almost always feature larger than life protagonists whose competencies far outstrip those of normal folks. Even in games where your PC starts young, it's as the young Conan or Elric, not the young Josef the Statistically-Average Day Laborer from the nondescript village of Lesser Podunk.

I want to play the Grey Mouser, Doc Savage, John Carter, Buckaroo Bonzai, and/or James T. Kirk. Even early in their careers, these people were never Average Joes.

Conversely, I want the chance to overcome a Dark Lord, the Gods of Mars, a planet-eating Doomsday Machine, etc. Not a couple of scraggly orcs and a nasty bout of dysentery.
 

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In my games I prefer the player characters to be special; and moreover I prefer the casual NPCs to give them the measure of respect due their status as special.

My reasoning for this is for the most part, players are normal parts of our society. Why would I want to bring people together to be normal?

Of course no right answer. It's all preference.
 

As both a player and as a GM/DM, I prefer for characters to be statistically average as compared to the people around them. There's a few major reasons for this... Reasons that not everyone will agree with or appreciate, but it's what I think.

For starters, I personally enjoy a challenge. I want my characters to succeed because I play them well, not because I'm "supposed" to succeed. I fully expect to enjoy both the fruits of victory and the perils of defeat, and beginning with mechanical advantages (of any sort) acts as a bit of narrative insulation from poor decisions and planning. If my character is statistically likely to succeed at something by just trying it, the decision to engage in the action becomes less meaningful. To me, part of the fun of the game is in carefully analyzing a situation and forming a plan that maximizes advantages and minimizes risk. Success isn't fun if there's no real element of risk.

Second, I don't think that it's appropriate for every game. For some stories or games, sure. When the characters are exceptional by default, it's usually because that's the fundamental idea behind the characters, not that talented people are wandering around looking for an adventure. Even in narratives where a character is destined for greatness, they don't necessarily stand out from the crowd because of their abilities--think Luke Skywalker at the beginning of a New Hope or Frodo Baggins in the beginning of the Fellowship of the Ring. Are they destined to accomplish great things? Sure. Do people know it because they are paragons in their respective fields? Not really. They are important because the story focuses on them, not because they have an ability score of 18.

Third, I've observed that giving characters inherent superiority encourages "tunnel vision," at least in some players. There are a great many players that believe that they should use their powers to solve every problem, and become incensed or despondent when they are required to approach a problem from a narrative perspective instead of a mechanical one. In all fairness, every problem looks like a nail when you have a really big hammer... But it really gets on my nerves when players expect to walk through a problem with a few dice rolls or can't separate the narrative from the mechanics. Giving players advantageous mechanics supports and encourages them to use those mechanics in preference to other resources.

Finally, I honestly believe that the mechanics aren't as important as a player's skill, or perhaps their attitude in playing the game. A player that makes suboptimal choices or has poor judgment will retain those disadvantages regardless of their character abilities. Nothing prevents a character with a Wisdom of 18 from leaping from a cliff and hoping that they have enough hit points to survive the fall, or from flipping the bird to a demon prince surrounded by several balor lieutenants and scores of mortal worshippers. Players that treat the game flippantly (or are just dumb as bricks) will find new and amazing ways to die horrifically in any circumstance.
 

I think superiority matters depending on how the PCs are superior

- Do they have the Iron Man suit or Stormbringer, which makes them superior?
- Do they roll something like 5d6 while NPCs do not, so the PCs natural mental / physical abilities are superior.
- Have they trained to become superior in a class, so they are superior as swordsmen or sorceresses to a commoner?
- Do mutant or supernatural abilities raise them above the norm?

Is it one, some mix or all of the above? Perhaps something different?
 
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To quote a beloved sci-fi character, "I am nothing if not a product of my upbringing."

I started playing in 1998: the end of days for TSR, back when there were two versions of the game still (sort of) in print, oD&D and AD&D2. Both of these games defaulted to the 3d6-in-order method (although oD&D allowed you adjust your stats in limited fashion after rolling them, increasing your prime requisite by one point for every two you deducted from your Str, Dex, Int, or Wis). 2nd edition included a number of other methods (4d6k3, roll 3d6 twelve times and assign the best six, points-plus-dice where every score started at 8 and you assigned seven d6 rolls to your stats, etc.).

But the AD&D rulebooks, unlike the oD&D books, have tended to philosophize about what ability scores and their various generation methods are supposed to represent. (Whether you buy into this explanation or not is irrelevant; let's just take it at face value for now, for the sake of argument.) The 2e DMG had a little section that explained, "There are two competing theories about what it means to be a PC. Are they the same as everybody else but just a little more brave or foolhardy? Or are they a cut above the norm?" The default method, 3d6 in order, presumed that PCs were just normal folks in a crazy profession. Using any other method that weighted the stat rolls to produce better-than-average characters meant that the DM ascribed to the alternate viewpoint, the PCs are special.

AD&D 1e and 3e both use the 4d6k3 method, because they follow the philosophy that normal people don't become adventurers, or if they did, they wouldn't survive anyway. The weighted die rolls represent a kind of background Darwinism that says, "we'll just skip over all the characters with bad stats who didn't survive that you would've wasted your time playing, and get right to the competent heroes." But this point of view is, well... it's bizarre to me, precisely because I came into the game with 2nd edition. 2e made no bones about its disdain for high scores and above-average PCs. Characters with all high scores were a symptom of power-gaming, of munchkinism, something to be discouraged to the extent that it made the game less challenging or inhibited role-playing.

So what we really have here are two competing viewpoints about what's "fun": having a character with high scores who feels "special"? Or having a character who starts out ordinary and becomes special through experience? As I've pondered this over the years, I've waffled between the two positions. Many, many players out there have sat at my table only to gripe and moan that having average stats, having only one or two bonuses, or having (*gasp*!) a penalty just isn't "fun". But I've come to the conclusion that this isn't a healthy attitude: it's not only annoying as crap, it also bespeaks a player who just wants to "win" at everything, a player who can't handle even the minor *possibility* of failure. Such players are often, in my experience, toxic at the game table. The advice from the 2e DMG that said to discourage this sort of behavior has proven, after a decade and more of gaming experience and hindsight, to be spot-on.

(Note that all of this is predicated on the idea that having above average ability scores, as in all 12.5s instead of all 10.5s or whatever, actually matters to characters' competence and survival. Some folks don't think that it matters much; I do, I can't be naive about that. But even still, the actual impact is less than the players' perception of it, and what I'm talking about here are the players' perceptions and attitudes.)

So my preference is for the player characters to start with average ability scores, no better than any NPC off the street. If I'm going to start a campaign at 1st level, it's really truly important that the players feel as if their characters are at "0 XP" -- they're apprentices, greenhorns, newbies, they have *no experience* as adventurers. Because, honestly, they're not even adventurers yet, never mind heroes, not until they've actually done something. Power and competence have to be earned.

Now, I'm perfectly okay with a few minor advantages, like a maximum starting hit die (because, really, who doesn't use that rule?) or maybe even the occasional fudged die-roll to simulate a bit of plot armor (as long as it's only every once in a while, and the players never find out). Max HP at Lv1 is pretty important, because otherwise the PCs will indeed think themselves too fragile and not take risks enough. Fudging, meanwhile, is always the DM's prerogative, though it takes some skill to know when it's okay to fudge vs. when fudging away a failure would actually be unfair to the players (viz. when it infringes on a meaningful choice).

But starting off the players as stronger, faster, tougher, smarter than all the commoners in the land? Nah; that's not the genre of fantasy I like to play in. Give me the zero-to-hero, farmboy with a destiny over Sir Smiley of the Shiny Teeth and Above Average Ability Scores. :D It's worth remembering, the PCs are already "special" because they're being run by the players (and because they have a character class and can level up). That should be enough!
 
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It would be hard as hell for me to run a proper four-color Champions game if the players were expected to start out with the same stats as J. Jonah Jameson and Commissioner Gordon, or slightly worse.

Having low-average stats to me doesn't say a thing about whether a game is going to be difficult or not, or if the heroes' actions are worthy of praise. The question is what the GM puts up against the players. You can stand out among the crowd with stats that put the average town guard to shame, and still get dragged through the dirt and wind up spitting blood because the caliber of enemy you're up against is also a lot stronger than the average town guard, and very likely stronger than you are to boot. Similarly, a DM can say "Aha, with low stats you can excel if you're clever!" but then consider a riddle lifted right out of The Hobbit a tricky mental challenge. High stats only make things easier if the GM throws opponents designed to challenge the average civilian after you.

Character creation can tell you something about how a game is supposed to play out. But only the actual execution of that game can tell you how it does.
 

For me I love the idea of PCs starting out weaker or less effective and growing from that point throughout the campaign. It is about how the characters change and transition that I find fascinating.

As the games I play involve levelling, PCs by definition have the potential to grow into the most powerful characters in the campaign. It is perhaps this that separates them from the majority of NPCs in the world who will not advance or only progress in minor ways.

I prefer that PCs start out at low level (preferably 1st) and begin with good (but not amazing) stats depending upon the nature of the campaign. I am currently running the Kingmaker campaign and so I have elected for the slowest advancement structure to match a campaign I hope to cover several decades in campaign time (where perhaps a second generation of PCs will be added to the first). This slow advancement suits the campaign theme and allows for me to add more material into the mix.

Best Regards
Herremann the Wise
 

It would be hard as hell for me to run a proper four-color Champions game if the players were expected to start out with the same stats as J. Jonah Jameson and Commissioner Gordon, or slightly worse.

This is an important distinction that often gets overlooked--in certain games, it's actually essential for the characters to be exceptional in order to be player characters. A superhero-themed game is just one example. In a campaign based on Greek mythology, where it's perfectly reasonable to posit that a player character might literally have a deity as a parent, I'd certainly expect some sort of mechanical reflection of their exceptional nature.

Powerful characters can be cool. I think that it's really the players (and their expectations) that we're talking about here.

I do think that the validity of relative power is arguable. Some GM's point out that the challenges can always scale up to accommodate stronger characters. In my opinion, any GM worth playing with is going to put you up against a challenge appropriate to your relative power. That's a given--it's not an arms race because the GM will always win.

If the GM is going to put me in a situation where I'm going to engage in challenges appropriate to my level, I'd rather have the simpler math of lower-powered characters to deal with. Fewer modifiers, fewer resources to track, fewer conditional situations. More play and less confusion... Lower-powered characters still appeal to me.

Also, a GM can shoot your blood pressure up when they get ham-fisted in their attempts to "balance" the game for high-powered characters. I've played in games where the DM uses fire-resistant monsters as soon as our wizard got fireball, or had every gnoll in an entire tribe with ranger levels with our PC races as their favored enemies (and many of them had bane weapons, of course). In the mind of those DMs, they were letting the characters have their cool powers and maintain "balance." So... In that sense, the characters could be sixtieth level with thousands of hit points and triple-digit ability scores and still not be "powerful," if the DM wanted to be an asshat and countermand every ability the characters have.

The more I think about it, I think what we're fundamentally discussing here is the skill and personalities of individual DMs and players more so than purely mechanical considerations.
 

I like to see the PCs be superior by their own actions. I don't care about stats or abilities and I don't think that necessarily makes or breaks a hero. If they roleplay & think strategically to overcome challenges, then I enjoy the game more and the characters are more heroic to me.

I've seen plenty of high stat powergamey PCs that were utterly boring to DM because the player would never roleplay them. Even though they are heroes because they killed a BBEG and overcame combat encounters; if their character has no character, then it is hard for me to think of them as heroes. They seem more like a machine that does nothing but give results to a problem. As much as my computer has helped me solve problems, I've never thought of it as a hero. :p

Also, to contradict myself a bit, I do like to make sure PCs have at least a little above average ability scores. So I guess I do prefer they start out above average. My main reason for this is more psychological than to actually make a difference power wise. I think it entices players to get more attached to the PC if they at least feel like they have an edge over the rest of the world; which I hope encourages them to roleplay more.
 
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In an action-oriented game, I prefer that the action resolution mechanics give the PCs a better-than-real-world-typical chance of surviving the dangers that they face. I prefer that this be done via mechanics in the players' control, rather than via GM fudging.

Whether those mechanics consist of stat boosts, "fate points" or similar reroll mechanics, the hit points and healing surge mechanics of 4e, or some other mechanism is a secondary consideration. However, if they take the form of metagame mechanics (4e, for example, or some fate point systems) then this does make it possible to have the PCs be at the same ingame power level as NPCs, whilst still ensuring that the players won't have to be rolling up new PCs every 10 minutes of play (which in my experience hurts rather than hinders engagement with the fiction).
 

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