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Low ability scores -- more fun?
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<blockquote data-quote="Philotomy Jurament" data-source="post: 4999179" data-attributes="member: 20854"><p>I think system has a lot of influence on the answer to this question. The more the numbers matter to the game rules, the less likely a player is to accept or work with low numbers, even if they make a PC "more interesting." But if the stats don't play a large mechanical role, players are a lot more willing to use low stats (as well as high stats) as color and hooks for defining their PCs and making them individuals. (In other words, the stats can be used just like a system of traits/advantages/disadvantages.)</p><p></p><p>In my OD&D game, for example, the biggest mechanical bonus you're going to get from stats is a +1, and the stiffest penalty is a -1 (exception: Charisma and reaction adjustments). Under that kind of approach, a Fighting Man with a Dex of 6 isn't a game-breaker.</p><p></p><p>I'm not trying to argue that low stats are something that players should <em>desire</em>, but that (in my game, anyway) they're not disasters that make a PC unplayable. And for making a memorable and colorful PC, having a low stat can be better than having average stats across the board, since it gives you a ready-made "hook" to hang some characterization on.</p><p></p><p>Again, this is all going to vary by system, and by how much influence an individual game and group places on crunch vs. fluff.</p></blockquote><p></p>
[QUOTE="Philotomy Jurament, post: 4999179, member: 20854"] I think system has a lot of influence on the answer to this question. The more the numbers matter to the game rules, the less likely a player is to accept or work with low numbers, even if they make a PC "more interesting." But if the stats don't play a large mechanical role, players are a lot more willing to use low stats (as well as high stats) as color and hooks for defining their PCs and making them individuals. (In other words, the stats can be used just like a system of traits/advantages/disadvantages.) In my OD&D game, for example, the biggest mechanical bonus you're going to get from stats is a +1, and the stiffest penalty is a -1 (exception: Charisma and reaction adjustments). Under that kind of approach, a Fighting Man with a Dex of 6 isn't a game-breaker. I'm not trying to argue that low stats are something that players should [i]desire[/i], but that (in my game, anyway) they're not disasters that make a PC unplayable. And for making a memorable and colorful PC, having a low stat can be better than having average stats across the board, since it gives you a ready-made "hook" to hang some characterization on. Again, this is all going to vary by system, and by how much influence an individual game and group places on crunch vs. fluff. [/QUOTE]
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