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<blockquote data-quote="Lanefan" data-source="post: 6499553" data-attributes="member: 29398"><p>In the right group the method used by [MENTION=33994]Laeknir[/MENTION] would flat-out rock.</p><p></p><p>In my game every character is rolled (point-buy and array are considered Evil concepts here); I've a "DM's prerogative" rule saying if a set of rolls before any adjustments for race etc. has nothing higher than 13 and-or the overall average is less than 10 you can chuck it and start over. As we use 5d6 drop-2 it's quite rare this ever comes up. But if you end up with 17-15-12-10-10-4 you're gonna keep it; it's up to you what you do with the '4' and how you play it.</p><p></p><p>I've also found, after doing some lengthy number-crunching a few years ago, that starting stats make surprisingly little difference to a character's eventual career length. I've seen a character that started with 18-18-17-17-15-15 die in its first combat; I've seen more than one character who started with something like 15-12-11-10-9-6 get into our Hall of Heroes.</p><p></p><p>As for what's boring or not in play, I'd probably take 17-11-11-10-10-10 over 14-14-14-13-13-13 every time. The first has one good stat and a bunch of average ones, all of which give some fun ideas for play. The second is good enough at everything to be boringly competent, but neither good enough at anything to really stand out nor bad enough at anything to cause trouble.</p><p></p><p>As for those who think it's "punishment" for a player to have to play a low-stat character, keep in mind that nothing lasts forever; characters come and go and at low level there's little if any chance of bringing them back. Which means one of two good things is inevitably going to happen: either your low-stat character will die off and thus give you another crack at rolling, or it'll survive long enough to become significant and give you some stories to tell about beating the (imaginary) odds.</p><p></p><p>Lan-"instant recipe for fun playable entertaining character: roll a 7 and stick it into Wisdom"-efan</p></blockquote><p></p>
[QUOTE="Lanefan, post: 6499553, member: 29398"] In the right group the method used by [MENTION=33994]Laeknir[/MENTION] would flat-out rock. In my game every character is rolled (point-buy and array are considered Evil concepts here); I've a "DM's prerogative" rule saying if a set of rolls before any adjustments for race etc. has nothing higher than 13 and-or the overall average is less than 10 you can chuck it and start over. As we use 5d6 drop-2 it's quite rare this ever comes up. But if you end up with 17-15-12-10-10-4 you're gonna keep it; it's up to you what you do with the '4' and how you play it. I've also found, after doing some lengthy number-crunching a few years ago, that starting stats make surprisingly little difference to a character's eventual career length. I've seen a character that started with 18-18-17-17-15-15 die in its first combat; I've seen more than one character who started with something like 15-12-11-10-9-6 get into our Hall of Heroes. As for what's boring or not in play, I'd probably take 17-11-11-10-10-10 over 14-14-14-13-13-13 every time. The first has one good stat and a bunch of average ones, all of which give some fun ideas for play. The second is good enough at everything to be boringly competent, but neither good enough at anything to really stand out nor bad enough at anything to cause trouble. As for those who think it's "punishment" for a player to have to play a low-stat character, keep in mind that nothing lasts forever; characters come and go and at low level there's little if any chance of bringing them back. Which means one of two good things is inevitably going to happen: either your low-stat character will die off and thus give you another crack at rolling, or it'll survive long enough to become significant and give you some stories to tell about beating the (imaginary) odds. Lan-"instant recipe for fun playable entertaining character: roll a 7 and stick it into Wisdom"-efan [/QUOTE]
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