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Point Buy vs Rolling for Stats
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<blockquote data-quote="Ilbranteloth" data-source="post: 7212056" data-attributes="member: 6778044"><p>Apologies to [MENTION=23751]Maxperson[/MENTION] who answered in the negative, but mathematically it would, provided you designed the array and the selection of the individual line of stats properly.</p><p></p><p>There are two aspects to this. The array could be the entire array produced by 3-18. </p><p>The array could be chosen by percentile dice (even 1,000 or 10,000 like Hackmaster) to achieve the same bell curve distribution as rolling 3d6.</p><p></p><p>If you wanted to reduce the variation, such as set a floor and/or a ceiling, then you'd select only the portion of the array you wanted, such as no ability less than 8, and none more than 15. So all 8s and all 15s would be in play. Provided you design the selection process to maintain the proper bell curve (not a shifted one, but so the probabilities remain intact), then this would satisfy the random stats goal.</p><p></p><p>The solution I posted at the end of post #215 solves the same problem if you want to set a floor, without the complexity of the arrays. If you wanted to set a ceiling too, then you could just declare any number rolled that's over 15 is a 15 and you can only use the excess to raise a score to 8. Seems simpler than designing an array.</p></blockquote><p></p>
[QUOTE="Ilbranteloth, post: 7212056, member: 6778044"] Apologies to [MENTION=23751]Maxperson[/MENTION] who answered in the negative, but mathematically it would, provided you designed the array and the selection of the individual line of stats properly. There are two aspects to this. The array could be the entire array produced by 3-18. The array could be chosen by percentile dice (even 1,000 or 10,000 like Hackmaster) to achieve the same bell curve distribution as rolling 3d6. If you wanted to reduce the variation, such as set a floor and/or a ceiling, then you'd select only the portion of the array you wanted, such as no ability less than 8, and none more than 15. So all 8s and all 15s would be in play. Provided you design the selection process to maintain the proper bell curve (not a shifted one, but so the probabilities remain intact), then this would satisfy the random stats goal. The solution I posted at the end of post #215 solves the same problem if you want to set a floor, without the complexity of the arrays. If you wanted to set a ceiling too, then you could just declare any number rolled that's over 15 is a 15 and you can only use the excess to raise a score to 8. Seems simpler than designing an array. [/QUOTE]
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