Point buy vs. rolling

Point buy. Whenever i play in a game that rolls we inevitably get someone who rolls what would be a 23 point character and another guy guy who rolls a (last game) 56 point character. I could make up an obscure semi roll/semi point system, or supervise all characters stats, or just turn to page 21 in the DMG. I'm inherently lazy too BTW :D

Another upside is that you can assign a point buy for your players and let them make thier characters on thier own time. 32 points, PHB, 3rd level be ready to play at 6:00 on Sunday. Go to.
 

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Sir Osis, I use point buy...

It keeps munchkins from showing up the good players, and it generally makes things much simpler...

I do roll for random NPC's however... I feel they need that organic touch...
 

IMC, each PC starts with the standard array (15, 14, 13, 12, 10, 8) then adds 5 points where they want them. Not "point-buy points"... just add them in. No score is allowed to exceed 18 before racial mods, of course.

This tends to yield characters with 2 great scores (18, 16, ...) or about 4 good scores (16, 14, 14, 14, 10, 9). There's always an odd number in there, and there's almost always clear strengths and weaknesses to each character. It works surprisingly well.
 


kenjib said:
Has anyone tried a hybrid model? For a rough examle/first draft:

I'm a big fan of dice for stats. However, I'll be running a short campaign in a few months where I want the players to be guaranteed a few good stats and no terrible ones. Thus I plan to use a 22 point buy, plus three d4s that can be allocated (in whole dice, and before rolling) to any stats. I'm going to limit the point buy to a max of 16, and a max of 18 after the d4s are added.
 

I prefer rolling. I'm more of an egalitarian than an equalitarian. But I think I'll try kenjib's method the next time I start a new game.
 

Ridley's Cohort said:


Hmm. That would probably work insofar as making viable paladins and monks. But 40 points make for some pretty superheroic stats in my book. Examples: 16 14 14 14 14 14 or 18 16 14 12 10 10.

Superheroic? No wonder you are a cohort :D

Those stats are average for a hero, Now I do tend to discourage the 16 prime 14 everything else character as they seem to balanced.

FWIW My standard characters for quicky games are something like this

Fighter 18-12-10-14-17-10
Cleric 12-14-18-12-14-17
Wizard 10-18-10-10-14-14
Rogue 12-14-12-18-`14-15
Sorcerer 12-14-10-12-14-18
Ranger 17-14-16-15-15-10
Paladin 17-14-16-12-14-17
Druid 12-14-18-12-14-15
Barbarian 17-12-12-14-17-10

If I were to use points Isay 40 or so, maybe the 30+2d6 or something.
 

Another Hybrid

I like the Roll-and-Compare method; it seems like it'd work well.

Here's another possibility for those of you who don't like the point-buy system. For lack of a better name, I'll call it the "Build-as-you-go" Method.

1. Every character starts with a 7 in every ability.

2. Apply racial adjustments.

3. Each player receives a pool of 12d6.

4. Assign an order to the abilities.

5. You roll dice one ability at a time, and once you move on to the next ability, you can't spend any more dice on the previous. You can spend the dice one at a time.

6. Any ability with a result higher than the racial max gets chopped.

Examples :
Human Fighter
Ability Order Str, Con, Dex, Int, Cha, Wis
Rolls :
Str : 7 + 1 + 2 + 1("I wanna fighter!") + 5 + 6("What a waste")
Con : 7 + 4 + 3 + 1
Dex : 7 + 1 + 6
Int : 7 + 5
Cha : 7 + 2
Wis : 7 + (0)

Result :
Str 18, Dex 14, Con 14, Int 12, Cha 9, Wis 7

Elven Rogue
Ability Order Dex, Int, Cha, Con, Str, Wis
Rolls :
Dex : 9 + 3 + 2
Int : 7 + 6 + 6
Cha : 7 + 4 + 3 + 2
Con : 5 + 4 + 6
Str : 7 + 3 + 2
Wis : 7 + 4

Result :
Str 12, Dex 14, Con 15, Int 18, Wis 11, Cha 16

Basically, it guarantees a base (7), and allows players to ensure that the abilities they care about are high, but should still allow plenty of "quirky" characters and rolling.

Thoughts?
 

How I do it.

kenjib said:
Has anyone tried a hybrid model? For a rough examle/first draft:

1. Roll 3d6 for each stat in order and take all scores where they fall - no rearranging or reassigning.
2. Spend 12 points as per point buy rules to increase the rolled stats. You gain no benefit from decreasing a stat below the value of your initial roll.

I combined it usually in a different way. I let the players create 3 chars and give them 3 methods to create them, a rolling, a hybrid and a point buy.

But still I got a char with 3 16s and others with only one 14.
 

My group uses Point-buy. We all decided it would be best, seeing as everyone tended to role charas with not a single stat under 16. And after Marcus refused to play a chara he just rolled (can you belive the guy rolled SIX 18's...), we just went for point buy...

-Alla
 

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