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<blockquote data-quote="DEFCON 1" data-source="post: 9470449" data-attributes="member: 7006"><p>There's all kinds of combinations of twelve playing cards you can include if you have maximums and minimums you are looking to have. The only downside to using cards without species or background bonus modifiers (and just including higher cards instead) is that some players get stuck with odd high-number combinations or just lots of middle of the road arrays that you can't "fix" because you have no additional bonuses to add in (to perhaps raise a secondary or tertiary score to a higher modifier bonus for example.)</p><p></p><p>The one thing I do find though is that it is so incredibly easy to just "re-roll" stat arrays many, many times so you can "playtest" each card value combination of twelve cards to see what kinds of arrays you get. Throw in a 9 and take out a 5 for example? Shuffle and deal arrays ten, twenty times and you can see how often 17s show up for players and what the folks who flip 8s also get for their other scores.</p><p></p><p>The one thing I will say though is that the higher and lower the cards you include are... the more often you are seeing arrays that just luck out for certain individuals who get two really high stats... whereas the others all still end up with middle of the road numbers. The person who flips a 9/8 and a 7/7 (plus others) is much, much happier than the player who flips a 9/4, 8/6, 7/5, 7/5 series (for example).</p></blockquote><p></p>
[QUOTE="DEFCON 1, post: 9470449, member: 7006"] There's all kinds of combinations of twelve playing cards you can include if you have maximums and minimums you are looking to have. The only downside to using cards without species or background bonus modifiers (and just including higher cards instead) is that some players get stuck with odd high-number combinations or just lots of middle of the road arrays that you can't "fix" because you have no additional bonuses to add in (to perhaps raise a secondary or tertiary score to a higher modifier bonus for example.) The one thing I do find though is that it is so incredibly easy to just "re-roll" stat arrays many, many times so you can "playtest" each card value combination of twelve cards to see what kinds of arrays you get. Throw in a 9 and take out a 5 for example? Shuffle and deal arrays ten, twenty times and you can see how often 17s show up for players and what the folks who flip 8s also get for their other scores. The one thing I will say though is that the higher and lower the cards you include are... the more often you are seeing arrays that just luck out for certain individuals who get two really high stats... whereas the others all still end up with middle of the road numbers. The person who flips a 9/8 and a 7/7 (plus others) is much, much happier than the player who flips a 9/4, 8/6, 7/5, 7/5 series (for example). [/QUOTE]
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