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Point Buy vs Rolling for Stats
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<blockquote data-quote="Lanefan" data-source="post: 7267423" data-attributes="member: 29398"><p>I want there to be some underlying mechanics to the game world; and the game-given mechanics are all there are unless I want to a) develop an entirely different set of mechanics for world-modelling and then b) be stuck with two sets of mechanics all the time - one for PCs and one for everything else. And the messiest part of this is when someone in the game world has reason to suddenly jump from one set of mechanics to the other - say, Macie the barmaid who has always been an average commoner falls in love with Creon the Thief and decides to take up adventuring with him - she's just gone from commoner status to adventurer status. Mechanically - yuck!</p><p></p><p>So, what I look for are the mechanics that apply to everything and from there determine whether the PCs specifically differ from these and if so how, and by how much.</p><p></p><p>Your example of 10% of the population being challenged if one uses straight 3d6 to model stats is a good one to use here. The underlying mechanic is a 3-18 bell curve; the general population are on a reasonably tight version of that curve while the PCs are on a looser 3d6 curve probably skewed a little high by using 4d6x1.</p><p></p><p>Lanefan</p></blockquote><p></p>
[QUOTE="Lanefan, post: 7267423, member: 29398"] I want there to be some underlying mechanics to the game world; and the game-given mechanics are all there are unless I want to a) develop an entirely different set of mechanics for world-modelling and then b) be stuck with two sets of mechanics all the time - one for PCs and one for everything else. And the messiest part of this is when someone in the game world has reason to suddenly jump from one set of mechanics to the other - say, Macie the barmaid who has always been an average commoner falls in love with Creon the Thief and decides to take up adventuring with him - she's just gone from commoner status to adventurer status. Mechanically - yuck! So, what I look for are the mechanics that apply to everything and from there determine whether the PCs specifically differ from these and if so how, and by how much. Your example of 10% of the population being challenged if one uses straight 3d6 to model stats is a good one to use here. The underlying mechanic is a 3-18 bell curve; the general population are on a reasonably tight version of that curve while the PCs are on a looser 3d6 curve probably skewed a little high by using 4d6x1. Lanefan [/QUOTE]
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