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Random, balanced, fail proof 5E stat generation system
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<blockquote data-quote="evilbob" data-source="post: 6863316" data-attributes="member: 9789"><p>Ultimately, this is /thread.</p><p></p><p>Everyone has their own way of doing things. It's great when we come up with a neat way to generate stats, and we all enjoy sharing that with others and having people say that it's a good idea and they'll use it, too. On the other hand, people can be extremely sensitive and picky about their preferred way to generate stats, as this thread more than proves! I think the OP's method has gotten more criticism than warranted. I think it is at least as good as any other method ever created.</p><p></p><p></p><p>Personally? I sort of hate stat generation. Having uneven characters is so annoying to balance when running a game (I've written at length about this) that I'll never run a game with non-point-generated stats again. But I've gone way further than that.</p><p></p><p>I decoupled stats from races and classes. I don't like how stats push you to one character class or race or another - especially how NOT doing that can still lead to uneven characters. So I made all characters use their best stats for all their attacks and powers. Why not? Who cares if the wizard can swing a dagger as well as a fighter? Why can't the wizard use Str to cast and the paladin uses Int to swing a sword? There's a much more interesting array of character possibilities that way, without pushing everyone into the same old molds. (And you can't tell me you haven't already started trying to justify it in your head.) It also makes the table math a lot easier (you all have a DC 14 spell save, you all have +6 to hit with whatever you're using, etc.).</p><p></p><p>I've actually gone even further and ditched "3-18" as stats altogether: now you just get -1 to 5, and there's no translating or clutter. Every 4 levels you get +1 point, can't raise anything above 5. It's the same exact system, but with less thinking about it.</p><p></p><p>Anyway, my point here is that my method? Just as good as your method. Because who cares? I like it and it works for our group; your method works for your group; the OP's method works for their group. You can't lose because there are no winners.</p></blockquote><p></p>
[QUOTE="evilbob, post: 6863316, member: 9789"] Ultimately, this is /thread. Everyone has their own way of doing things. It's great when we come up with a neat way to generate stats, and we all enjoy sharing that with others and having people say that it's a good idea and they'll use it, too. On the other hand, people can be extremely sensitive and picky about their preferred way to generate stats, as this thread more than proves! I think the OP's method has gotten more criticism than warranted. I think it is at least as good as any other method ever created. Personally? I sort of hate stat generation. Having uneven characters is so annoying to balance when running a game (I've written at length about this) that I'll never run a game with non-point-generated stats again. But I've gone way further than that. I decoupled stats from races and classes. I don't like how stats push you to one character class or race or another - especially how NOT doing that can still lead to uneven characters. So I made all characters use their best stats for all their attacks and powers. Why not? Who cares if the wizard can swing a dagger as well as a fighter? Why can't the wizard use Str to cast and the paladin uses Int to swing a sword? There's a much more interesting array of character possibilities that way, without pushing everyone into the same old molds. (And you can't tell me you haven't already started trying to justify it in your head.) It also makes the table math a lot easier (you all have a DC 14 spell save, you all have +6 to hit with whatever you're using, etc.). I've actually gone even further and ditched "3-18" as stats altogether: now you just get -1 to 5, and there's no translating or clutter. Every 4 levels you get +1 point, can't raise anything above 5. It's the same exact system, but with less thinking about it. Anyway, my point here is that my method? Just as good as your method. Because who cares? I like it and it works for our group; your method works for your group; the OP's method works for their group. You can't lose because there are no winners. [/QUOTE]
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