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Remember the "3d6 For Stats In Order" Thread? I'm doing it!
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<blockquote data-quote="clearstream" data-source="post: 7810746" data-attributes="member: 71699"><p>Consider after race -</p><p></p><p>Three = 16 15 14 etc</p><p>Two = 16 16 etc</p><p>One = 16 etc</p><p></p><p>So what I am thinking of is that yes, scarcity, but no, not much overshadowing. Ms Three lost +1 compared with the others. A 15 doesn't payout more than a 14 (except in the most marginal of ways, like CC) until an ASI can be applied, but the efficiency of that ASI will vary depending on the precise array along with other factors (relevant skills, nature of campaign, sub-class choices, etc).</p><p></p><p></p><p>Consider after race and first ASI -</p><p></p><p>Three = 16 15 14 etc >> 18 15 14 etc</p><p>Two = 17 16 etc >> 17 18 etc</p><p>One = 17 etc >> 19 etc</p><p></p><p></p><p>I think with your helpful analysis I am drawn to saying that cards and points-buy are the same for MAD. It might be that the card mix should be tuned further, but I am not sure how to approach the probability analysis. For instance, are those arrays with 15s that are serving One and Two, more or less probable than the array with two 14s?</p><p></p><p>I continue to suspect that 4d6k3 will usually put one and two ability classes further ahead of three than the more constrained systems. Compare the likelihood of one super-score to that of three. Sometimes the 4d6k3 MAD character will be fine or, very occasionally, amazing.</p></blockquote><p></p>
[QUOTE="clearstream, post: 7810746, member: 71699"] Consider after race - Three = 16 15 14 etc Two = 16 16 etc One = 16 etc So what I am thinking of is that yes, scarcity, but no, not much overshadowing. Ms Three lost +1 compared with the others. A 15 doesn't payout more than a 14 (except in the most marginal of ways, like CC) until an ASI can be applied, but the efficiency of that ASI will vary depending on the precise array along with other factors (relevant skills, nature of campaign, sub-class choices, etc). Consider after race and first ASI - Three = 16 15 14 etc >> 18 15 14 etc Two = 17 16 etc >> 17 18 etc One = 17 etc >> 19 etc I think with your helpful analysis I am drawn to saying that cards and points-buy are the same for MAD. It might be that the card mix should be tuned further, but I am not sure how to approach the probability analysis. For instance, are those arrays with 15s that are serving One and Two, more or less probable than the array with two 14s? I continue to suspect that 4d6k3 will usually put one and two ability classes further ahead of three than the more constrained systems. Compare the likelihood of one super-score to that of three. Sometimes the 4d6k3 MAD character will be fine or, very occasionally, amazing. [/QUOTE]
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Remember the "3d6 For Stats In Order" Thread? I'm doing it!
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