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<blockquote data-quote="MechaPilot" data-source="post: 6522419" data-attributes="member: 82779"><p>I prefer to let players make the characters they want to play. While we don't see it much anymore because there are no attribute requirements for starting classes anymore, I recall several instances where a player would want to make a certain character because they thought that a class seemed cool, and then the player rolled poorly enough to not meet the attribute requirement. That was always a bummer, and it still informs my impression of rolling for stats.</p><p></p><p>I understand that people enjoy rolled stats, but I've always found that the most interesting aspects of characters came from their goals, motivations, habits, and personalities instead of from adjusting a character concept to fit rolled stats.</p><p></p><p>These days I've settled on letting players roll their stats, then choosing whether to use those rolls or the point-buy rules. Over the years I've found that high stats (as far as can be rolled at character creation, at any rate) are less potentially disruptive than low stats are (a poor Con roll can easily lead to PC death by the most random things during the first couple of levels, and stopping to make a replacement character or having a player sit out while she makes a replacement character is kind of a drag).</p></blockquote><p></p>
[QUOTE="MechaPilot, post: 6522419, member: 82779"] I prefer to let players make the characters they want to play. While we don't see it much anymore because there are no attribute requirements for starting classes anymore, I recall several instances where a player would want to make a certain character because they thought that a class seemed cool, and then the player rolled poorly enough to not meet the attribute requirement. That was always a bummer, and it still informs my impression of rolling for stats. I understand that people enjoy rolled stats, but I've always found that the most interesting aspects of characters came from their goals, motivations, habits, and personalities instead of from adjusting a character concept to fit rolled stats. These days I've settled on letting players roll their stats, then choosing whether to use those rolls or the point-buy rules. Over the years I've found that high stats (as far as can be rolled at character creation, at any rate) are less potentially disruptive than low stats are (a poor Con roll can easily lead to PC death by the most random things during the first couple of levels, and stopping to make a replacement character or having a player sit out while she makes a replacement character is kind of a drag). [/QUOTE]
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