Point buy vs. rolling

For my next campaign, which will probably begin next fall or winter, I will use the following;

1. Design your character using 32 Point Buy. Bards, Monks and Rangers get an additional 2 points (34). Psions and Paladins get 4 more (36).

Before you question why more points for some classes, it is due to the increased demands, restrictions and responsibilities placed on those classes in my campaign setting. No, you don't get +6 for being a Bard/Psion or anything like that.

2. (NOT told to players): After recieving the PC backgrounds, the GM (Me) may grant 0-3 additional attribute points to each PC, based on how good the background info is and how many plot hooks it leaves me.

Heck, if the player decides to play a Half-Orc Barbarian, despite how clearly the game materials will make it clear that this is a bad idea; and he/she is aware of it and willing to play with the consequences, then I am perfectly willing to give them more attribute points to help them out.
 

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Chimera said:
2. (NOT told to players): After recieving the PC backgrounds, the GM (Me) may grant 0-3 additional attribute points to each PC, based on how good the background info is and how many plot hooks it leaves me.
Why not told to players? If they know it in advance, they will be encouraged to make better backgrounds, won't them?
 

Another way

I came up with a way to roll characters that I have not seen anyone use before.

It works best when you are starting a new campaign with new characters, but I'm sure you can alter it to work with any situation.

It is really simple. The players will roll the dice to create stats for the PARTY, not just thier character. For instance we had a party of 3 players, I explained that they could pick the any stat set that anyone of them rolled. Each player could roll up 2 stat sets. After they where done, any player could pick any stat.

It was really fun, the group was cheering each other on, and hoping for big stats. We used the 4 d6 drop the lowest method, and it produced a good range of stats, in the end. There was no single stat set that everyone liked, so after the rolling was over people where having fun debating the best stat block for their character concept.

In the end, no on felt robbed, or out classed by another player's lucky roll. Two PC's picked the same stat set(a 17 in it), while the other chose a different more well rounded(Twin 16's), and they had just had thier first party experience.

I think I'll keep using this method.
 

Re: Another way

Jester_OC said:
I came up with a way to roll characters that I have not seen anyone use before.


It is really simple. The players will roll the dice to create stats for the PARTY, not just thier character. For instance we had a party of 3 players, I explained that they could pick the any stat set that anyone of them rolled. Each player could roll up 2 stat sets. After they where done, any player could pick any stat.


That's pretty cool. I really like rolling, but it does have to be tempered in some way. We try out a number of systems, but modifed rolling systems seem to be the most enjoyable.
 


Here's what I've been using for awhile. It levels the characters while still retaining some randomness.

The characters roll 4d6 drop the lowest. Then the DM levels the scores by totalling the modifiers from each. I like +8. Powerful characters, but not quite gods. If two eighteens or four fourteens bothers you, might want to scale it back to +6.

After the scores are rolled, total their modifiers. If they are above +8(or whatever), lower them until they match. If below, add points until the modifiers total +8.

There are two antimunchkin clauses. You must always add numbers to the stats in sets of two. This preserves the even/odd nature and prevents you from setting up a +1 mod at every four levels.

The second is that if a scores gets a penalty, you CANNOT lower it. If you roll a low stat you can keep it, but you can't dump.

My players like it - there's still some randomness and everyone is on the same playing field.
 

Balance Schmalance

When the players got together and rolled up PC's for the current campaign it was a blast. The first guy who rolled rolled up stats that nobody else came close to matching. Nobody bitched and whined about it. Not all PC's are created equal, and they shouldn't be. Who want's PC's that are straight out of the generic chump pool? Roll them dice and let them fall where they may. As for HP. Not every fighter with a 13 Con should have the same HP at the same level. There should be some randomness to that. I or my players just don't get all fired up over "imbalances" between characters. Some classes are better than others and you should be rewarded for rolling good with more options. Some classes should cost more in EXP to advance. I liked the ability restrictions in the 1e. I liked Magic Users outstripping the rest of the party at high levels, was anyone Gandalf's equal in the LOTR?
 

equlity of tea

A few posters have stated they like the randomness of dice rolling since "not all PCs are created equal."

That is a fine idea and if your players are happy then more power to you. If I were playing with people that I did not know, or did not trust, I would lean towards a point buy. I don't mind an in-equality in stats as long as I know my players will not feel cheated.

As a DM, using any random method requires a level of trust and or observation/intervention.

As for Hit Points. My current campaing uses "Half for free and roll for the other half" This means you will get at least half your hit die+1. In my PBeM versions it is 75% max after level 1.

-gustavef
 

I wouldn't play with people I don't know or trust.

P.S. the posts that talk about switching to point buy because standard 4d6 rolling was producing scores that were too high must have had the best dice rollers in history. In 16 years of playing D&D I've never seen a rolled character that was totally over the top.
 

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