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Pulling a player into character
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<blockquote data-quote="Janx" data-source="post: 1470162" data-attributes="member: 8835"><p>Buttercup's idea is notable, but it has crappy math. I'd rather take my chances on 4d6. keep the best three (avg. 13.4)</p><p></p><p>The Player who does zero work gets an average stat of: 11.3</p><p>The player who does max work gets an average stat of: 12.3</p><p></p><p>It could be that Buttercup wants to keep stats down, but most of us munchkins like to maximize our stats. I'd be using the 6 points to get that 8 to a 10 and then get all the even stats to an odd number, so I can improve them at 4 level intervals.</p><p></p><p>The other side effect of point-buy is that it supports cookie-cutter characters, because you simply "rebuild" the same PC that just died. Die rolling (yeah, I like random stats) forces your PC to be different, in some way.</p><p></p><p>Janx</p></blockquote><p></p>
[QUOTE="Janx, post: 1470162, member: 8835"] Buttercup's idea is notable, but it has crappy math. I'd rather take my chances on 4d6. keep the best three (avg. 13.4) The Player who does zero work gets an average stat of: 11.3 The player who does max work gets an average stat of: 12.3 It could be that Buttercup wants to keep stats down, but most of us munchkins like to maximize our stats. I'd be using the 6 points to get that 8 to a 10 and then get all the even stats to an odd number, so I can improve them at 4 level intervals. The other side effect of point-buy is that it supports cookie-cutter characters, because you simply "rebuild" the same PC that just died. Die rolling (yeah, I like random stats) forces your PC to be different, in some way. Janx [/QUOTE]
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