D&D 5E Point Buy vs Rolling for Stats

Barolo

First Post
IMO for the majority of the player base this statement is more than likely true, exceptions do exist however such as Lanefan's table and others with a similar playstyle.

I would not go as far as claim any percentage of the gaming community to have or not problems by rolling stats. What I see here where I play is that some folks, like me, were used to need to roll stats just to figure out which classes we could choose, based on those infamous prerequisites. Back then, we didn't plan too much ahead, or we had several different concepts in mind already, and making the rolled stats work was part of the challenge/fun. Also, winning the stat lottery was exciting.

There are others who were really upset about the inability to plan ahead, or that planned either way and sometimes got what they wanted/needed for their concept but sometimes they didn't. For some of those folks, array or point-buy seemed to solve their problems, except some also enjoyed winning the stat lottery, so there is always that.

Bottom line is, we are beating a dead horse for a while now. It really boils down to personal preferences in the decision-making process of building characters for play. Stat-rollers will never be convinced of the benefits of point-buy for a balanced game because they know all the tricks to minimize the impact of bad stats and don't care to play another concept to accommodate whatever luck (or lack of) brought. Point-buyers will never be convinced of the benefits of stat-rolling for character variance because it does limit viable concepts and might hurt balance, specially when you already have something in mind and have to literally hammer on those off-rolled stats in the character sheet and hope it works.

To each their own.

My biggest issue with the point-buy has always been that the ability tables, especially in 5e, are worthless at the odd numbers which means that the gaming table is filled with characters sitting with 10's, 12's, 14's and so forth.
Not enough diversity exists.
I'm working on a house rule to change that and make the odd numbers count too.

I feel the pain too. If you ever find a simple alternative for that, please let me know.
 

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Maxperson

Morkus from Orkus
IMO for the majority of the player base this statement is more than likely true, exceptions do exist however such as Lanefan's table and others with a similar playstyle.

I've played at tables where you roll 5d6 drop the lowest two. I've played where it's 4d6 drop the lowest one and re-roll 1s and 2s. I've also played at tables(admittedly very few) where it was 3d6 straight down and no re-rolls at all. Most of the time it's 4d6 drop the lowest. And yet I've never seen it cause a problem.

Now, I think if someone is the type of person to get jealous over what other people have there might be a problem, but that's a psychological problem, not one caused by rolling.
 

Sadras

Legend
I've played at tables where you roll 5d6 drop the lowest two. I've played where it's 4d6 drop the lowest one and re-roll 1s and 2s. I've also played at tables(admittedly very few) where it was 3d6 straight down and no re-rolls at all. Most of the time it's 4d6 drop the lowest. And yet I've never seen it cause a problem.

Now, I think if someone is the type of person to get jealous over what other people have there might be a problem, but that's a psychological problem, not one caused by rolling.

What would call my problem with the sameness of even-numbered abilities? :D
I'm speaking of psychological problems only.

EDIT: I see the point-buy option is available to primarily negate this jealousy issue/disparity issue between characters. Personally that doesn't affect me since I don't power build when I am lucky enough to get a chance to play. I admit, it did when I was younger.
 

Sadras

Legend
It really boils down to personal preferences in the decision-making process of building characters for play. Stat-rollers will never be convinced of the benefits of point-buy for a balanced game because they know all the tricks to minimize the impact of bad stats and don't care to play another concept to accommodate whatever luck (or lack of) brought. Point-buyers will never be convinced of the benefits of stat-rolling for character variance because it does limit viable concepts and might hurt balance, specially when you already have something in mind and have to literally hammer on those off-rolled stats in the character sheet and hope it works.

To each their own.

Agree. You also get another group of us (I imagine a large chunk of it being DM's), that would be happy to play whichever the system. ;) I personally can jump in to either system for a game.

I feel the pain too. If you ever find a simple alternative for that, please let me know.

Will do when I'm done. It is a 5e variant, that can easily be tacked on.
 


Jacob Marley

Adventurer
I'm not trying to quantify "enjoyment" or "challenge" factor. I can't. Different people get different things out of the game, which is fine.

What I can quantify is: if Bob wants to play a dwarven fighter, how much can we expect ability scores to affect how effective his character is in combat. Yes, it's only one slice of the pie, but it's an important piece to many people. Combat is also the one slice that virtually all campaigns experience at one point or other.

So that's my one and only goal with my simulation. How much variance in combat effectiveness can I expect on average if I roll for stats. That doesn't mean someone else couldn't be more effective with exactly the same stats or that some people are "wrong" to enjoy the variability.

Got it. Thank you for sharing the results of your analysis.
 


Tony Vargas

Legend
So, after all this, basically you're saying that die rollers are die rolling just for number porn? They like high numbers, so, they are die rolling characters?
They like the /chance/ of high numbers. It's a gambling thing: there's excitement in the process, because there's a clear benefit if you 'win' that's like getting something for nothing. Of course, 'winning' is relative. If you're rolling and you get the best stats of the entire party, you 'won,' even if your stats are comparable to something you could have gotten with point buy or coincidentally identical to a standard array.

The point isn't the absolute size of the numbers, but the shot at being better than the next guy, by the numbers, via luck.

See, where I'm differing here, is that I think that high numbers do have a number (heh, no pun intended) of knock on effects. A high stat character doesn't have to worry about ASI's, so, will go for feats because, well, an stat bump just isn't really a choice.
You can always bump secondary and tertiary stats.

And that rolls into characters having a fair bit of greater power at lower levels, which rolls into encounter design being that much more difficult.
Dirty little DM secret: at very low level, having some exceptional stats in the party can actually make encounter design easier, because you don't have to be quite as vigilant for potential TPKs.

It is problematic from a design perspective too. If I'm making a 5th level module (for example) should I automatically presume that the PC's have all pluses and at least one feat each by this time?
Overall, yes, if the point of the design is to create a balanced, challenging scenario. If, OTOH, the point is to create an appearance of balance and challenge, while letting the party more or less roll over everything and feel good about their 'superior player skill' or gamblers' luck or whatever they want to credit their success with, then just peg the challenge to the average, or even the baseline. Players who roll well will do well, characters that got stuck with terrible stats may die and be replaced, and you've got a system where the average is above-average. ;)

I just think that die rolling causes far more problems than it solves.
I suspect it masks more problems than it causes. ;)

the ability tables, especially in 5e, are worthless at the odd numbers which means that the gaming table is filled with characters sitting with 10's, 12's, 14's and so forth.
Not enough diversity exists.
I'm working on a house rule to change that and make the odd numbers count too.
I guess I look at the d20 (actually it goes all the way back to Gamma World 4th) +/- (stat-10)/2 formula and see something that's easier to remember than the bizarre tables of AD&D, and creates /more/ diversity. In 1e, for important modifiers like STR to attack/damage, DEX to AC, and the like, bonuses started at 15 and penalties at 8. So 9-14 might as well have been the same thing. Talk about lack of 'diversity.' Sure, there were fiddly little things here and there that you probably didn't care about for most characters, or that you cared about but made little difference unless you're talking a big difference in stats.

The WotC eds standardized on mods, which was good, and then tried to use preqs to keep odd stats relevant. 5e does a bit less of that, but its still there for MCing, for instance. There could be more of that, I suppose.

The other thing is that ASIs make it easy and clearly beneficial/efficient to 'even out' your odd stats, whether they're assigned by array, point-buy leftovers, or randomly rolled.

Now, I think if someone is the type of person to get jealous over what other people have there might be a problem, but that's a psychological problem, not one caused by rolling.
Ah, the blame game, we must really enjoy it, we play it so much around here...


Just once, I'd like to turn it around. Not "there's nothing wrong with the game, there must be something wrong with YOU," but, "if you're enjoying D&D, thank your DM, not the game."
 

Oofta

Legend
As far as odd stats - don't forget the feats here and there that add a +1 to a stat. And, of course you can split up your ASIs.
 

Sadras

Legend
In 1e, for important modifiers like STR to attack/damage, DEX to AC, and the like, bonuses started at 15 and penalties at 8. So 9-14 might as well have been the same thing. Talk about lack of 'diversity.' Sure, there were fiddly little things here and there that you probably didn't care about for most characters, or that you cared about but made little difference unless you're talking a big difference in stats.

I don't really want to have to compare 5e to 1e and say, well done WotC for not doing it as bad as 1e :)
I'd rather we look at 2e and D&D basic and see how odd numbers still counted in the form of rolling under for proficiencies.

The other thing is that ASIs make it easy and clearly beneficial/efficient to 'even out' your odd stats, whether they're assigned by array, point-buy leftovers, or randomly rolled.

and

As far as odd stats - don't forget the feats here and there that add a +1 to a stat. And, of course you can split up your ASIs.

I hear you, but that doesn't happen at my table. Ppl here go for the 10, 12, 14 etc.
I'm working on 'fixing' my issue with this. 5e is, if nothing, easily fixable :D
 

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