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Point Buy vs Rolling for Stats
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<blockquote data-quote="Tony Vargas" data-source="post: 7273087" data-attributes="member: 996"><p>So a range of 8-15 is not so meaningfully different from 3-18, since neither are "the full range." </p><p></p><p>That can't possibly be true, as they can give the exact same results.</p><p></p><p>I think what you mean is that the result set of generating thousands of arrays via a random method is going to look more like a random sampling of a population - if you had a way to measure those 6 broad/fuzzy attributes on a uniform 1-20 scale and if you only looked at the numbers, not their distribution among said 6 attributes (realistically, the comparatively harsh life of the majority of a medieval population is going to skew towards, for instance, reasonable CON, as disastrously-low-CON individuals will likely die quite young). </p><p></p><p>If you're only looking at the results of one character or one group of a half dozen or so, the difference in realism-by-plausible-distribution-of-attributes between point-buy and random is going to be trivial - even standard array might not stand out too much in such a small sample size.</p><p></p><p>The 'realism' side is more theoretical or hypothetical: if you were to use a random method to generate stats for every NPC/monster/whatever in the setting, random - using different random methods for different populations, of course, you wouldn't want to roll squirrel STR on 4d6k3 - would presumably produce a more naturalistic-seeming distribution than array (using different arrays for different populations for the same reason) or point-buy (using different point totals and limits, naturally)</p><p></p><p> 'Realism' has been a fraught issue virtually since the game's inception. OT1H, realism in an objective sense is actually easy to test for: Does the game simulate reality like a scientific model? Can you run the same scenario with the same starting conditions & decisions in D&D, and, independently, in reality, and get similar results? Obviously not. D&D is not remotely realistic in the way a simulation or theory would be an accurate model.</p><p></p><p>OTOH, a subjective feeling of realism, or immersion, or verisimilitude can, being subjective vary wildly from one person to another, and, thus makes a lovely stalking horse for any other preference that maybe might not seem as sympathetic. Like really wanting to play that multi-18 ubercharacter, or really wanting to CharOp that 'realistic concept' to the nth degree.</p><p></p><p>So, ultimately, it's worse than useless as a quality by which a game, or even chargen method, can be assessed. </p><p></p><p>There's a lot of room for imagination to make up the inevitable gap between the two.</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 7273087, member: 996"] So a range of 8-15 is not so meaningfully different from 3-18, since neither are "the full range." That can't possibly be true, as they can give the exact same results. I think what you mean is that the result set of generating thousands of arrays via a random method is going to look more like a random sampling of a population - if you had a way to measure those 6 broad/fuzzy attributes on a uniform 1-20 scale and if you only looked at the numbers, not their distribution among said 6 attributes (realistically, the comparatively harsh life of the majority of a medieval population is going to skew towards, for instance, reasonable CON, as disastrously-low-CON individuals will likely die quite young). If you're only looking at the results of one character or one group of a half dozen or so, the difference in realism-by-plausible-distribution-of-attributes between point-buy and random is going to be trivial - even standard array might not stand out too much in such a small sample size. The 'realism' side is more theoretical or hypothetical: if you were to use a random method to generate stats for every NPC/monster/whatever in the setting, random - using different random methods for different populations, of course, you wouldn't want to roll squirrel STR on 4d6k3 - would presumably produce a more naturalistic-seeming distribution than array (using different arrays for different populations for the same reason) or point-buy (using different point totals and limits, naturally) 'Realism' has been a fraught issue virtually since the game's inception. OT1H, realism in an objective sense is actually easy to test for: Does the game simulate reality like a scientific model? Can you run the same scenario with the same starting conditions & decisions in D&D, and, independently, in reality, and get similar results? Obviously not. D&D is not remotely realistic in the way a simulation or theory would be an accurate model. OTOH, a subjective feeling of realism, or immersion, or verisimilitude can, being subjective vary wildly from one person to another, and, thus makes a lovely stalking horse for any other preference that maybe might not seem as sympathetic. Like really wanting to play that multi-18 ubercharacter, or really wanting to CharOp that 'realistic concept' to the nth degree. So, ultimately, it's worse than useless as a quality by which a game, or even chargen method, can be assessed. There's a lot of room for imagination to make up the inevitable gap between the two. [/QUOTE]
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