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General Tabletop Discussion
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Random, balanced, fail proof 5E stat generation system
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<blockquote data-quote="Li Shenron" data-source="post: 6862823" data-attributes="member: 1465"><p>IMXP there are 2 different cases that can mean a dissatisfied and grumpy player. I'm not going to elaborate on the psychology of such players, but obviously one "solution" is to get rid of the player type...</p><p></p><p>1) getting a stat with a negative modifier</p><p></p><p>Even just one -1 modifier on a secondary stat can deliver a powerful feeling of "I suck at that" to those players, who will take pleasure in reminding everyone about that at every occasion.</p><p></p><p>To avoid the case bulletproof, I am afraid the only thing you can do is to set a floor at 10 to stats.</p><p></p><p>2) getting overall lower stats than another player</p><p></p><p>The narrower the gap, the lower the chance of complaints, but to eliminate the problem completely you can choose to have a zero gap.</p><p></p><p>---</p><p></p><p>Because of these, rather than randomize the <em>total</em> number of stat points, I would instead randomize the <em>distribution</em>, and at the end allow some limited re-arrangement (so that everyone can play their favourite class).</p><p></p><p>For example:</p><p></p><p>- take the point-buy method as a reference</p><p>- apply 12 points to increase all scores to 10 (you then have 15 points left)</p><p>- roll 15d6 to add the remaining points to random stats (no higher cost for high scores)</p><p>- let the player swap two scores</p><p>- let the player move 2 points freely</p><p></p><p>You can optionally put a hard limit on the maximum (e.g. 15) just like in standard point-buy.</p><p></p><p>This method means that every player has the same stats total, no negative modifier, some randomness, but is guaranteed to have the maximum (15) in the primary stat needed by the chosen class.</p></blockquote><p></p>
[QUOTE="Li Shenron, post: 6862823, member: 1465"] IMXP there are 2 different cases that can mean a dissatisfied and grumpy player. I'm not going to elaborate on the psychology of such players, but obviously one "solution" is to get rid of the player type... 1) getting a stat with a negative modifier Even just one -1 modifier on a secondary stat can deliver a powerful feeling of "I suck at that" to those players, who will take pleasure in reminding everyone about that at every occasion. To avoid the case bulletproof, I am afraid the only thing you can do is to set a floor at 10 to stats. 2) getting overall lower stats than another player The narrower the gap, the lower the chance of complaints, but to eliminate the problem completely you can choose to have a zero gap. --- Because of these, rather than randomize the [I]total[/I] number of stat points, I would instead randomize the [I]distribution[/I], and at the end allow some limited re-arrangement (so that everyone can play their favourite class). For example: - take the point-buy method as a reference - apply 12 points to increase all scores to 10 (you then have 15 points left) - roll 15d6 to add the remaining points to random stats (no higher cost for high scores) - let the player swap two scores - let the player move 2 points freely You can optionally put a hard limit on the maximum (e.g. 15) just like in standard point-buy. This method means that every player has the same stats total, no negative modifier, some randomness, but is guaranteed to have the maximum (15) in the primary stat needed by the chosen class. [/QUOTE]
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