Point Buy

I don't like the point-buy model in the DMG because it tends to generate characters with 'flat' ability arrays (since it is most cost efficient to buy lots of 14s, that tends to be what happens ...). I find characters with strengths and weaknesses much more interesting than those without.

That said, I like the 'level playing field' offered by a point-based system. I started a game using 4d6-L and one player ended up with +12 net ability modifier while another got +5. It's not much fun when one guy's best stat is 15 and another guy has two 18s, I'm thinking.

So now I generally use "you can choose your stats, as long as your net ability modifier is no more than +X, and you only have Y stats or less that are odd numbers."

Then I vary X and Y based on the tone of the game; lower for grim games, higher for light-hearted. My default assumption for D&D is a +8 net ability score, and 2 odd numbers. It works pretty well.
 

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nikolai said:
BTW: Does anyone have ideas about the relative merits of letting players assign scores to abilities vs. letting them fall as you roll the dice? In term of power differences.
When people can rearrange stats, they will tend to build PCs closer to the archetypes, which will also tend to min-max somewhat. The use of CHA as a dump stat is still common. So, unless your players enjoy building against type or like making eccentric characters, assigning scores will tend to build slightly more powerful characters than roll-'em-in-order PCs.

Of course, I also think assigning scores makes for happier players in most cases also, but that argument is fairly obvious and doesn't apply to all players or groups. I've known far too many players who vehemently don't want to play certain classes to enforce roll-'em-in-order stats.
 

ThoughtBubble said:
Str: 16
Con: 13
Dex: 12
Int: 3
Wis: 5
Cha: 4

This is after racial modifications. This is a character of mine generated 4D6 drop low.

Not bad! :p

Tho, even by the book method allows to reroll that one.

Bye
Thanee
 

My main concern was power difference between PCs and NPCs, not power difference between PCs. Specifically in regard to people like me who sometimes 'borrow' NPCs from other sources. Most people posting here seem to agree that 32 point buy is about equal to 4d6-L. This supports my thesis. According to the DMG, 32 point buy should be about equal to 5d6-2L (the two "High-Powered" options).

Anyway, just wanted to say that PCs being equal has never been a concern with any group I've gamed with, and we've had widely varying stats, where some players were completely uber, stat-wise, compared to other players. We tend to give the best equipment to the weakest players. But in groups where every Player is out for himself, and the Characters sell all equipment so that it can be split exactly evenly, then I see where the unequal stats can be a problem.
 
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Frankly - I don't think it is up to the DM to tell me where my inspiration comes from.

Since one of the big reasons that people like stat-rolling is inspiration (and to me, it's the only benefit of the mechanic), the prime reason of using stat rolling would seem to be so that people are 'inspired' by the rolled stats.

Which of course only works if you roll them in order...

But back to the point.

If I want this style of inspiration, then it's fairly simple for me to use some other method to pick low and high stats.

If, on the other hand, the DM enforces rolling, but I had a concept, then more often than not my concept will be blown out the window by the rolled stats.

Oh, and if you've got rolled stats, people tend to focus on the stats they've rolled.

If everyone's more or less the same (even to the extent that they've got 'cookie cutter' stats), then the actual personality of the character is much more impactful.

Rolled sucks unless you just want to whip up a nameless faceless schmo for a quick dungeon bash.
 

Thanee said:
One problem, however, would be the order in which you pick stats.

Bye
Thanee
If your party can't sit down and explain there character concept discuss them rationally and then organise them appropriately your party is probably going to have a lot of problems down the line with party cohesion. I find the best way to deal with this is let the players sort it out. So if they can't agree let them roll off or whatever they deem is a fair way of dealing with it. Because of what happens when your character dies you are highly unlikely to get one person with overpowered stats because the other players will not let him screw them to do it.

Spamdrew
 

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