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Rerolling stats...cause they're too darn good!
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<blockquote data-quote="Treebore" data-source="post: 1453185" data-attributes="member: 10177"><p>If one character is outshining another character because of stats then i would suspect something else is the real problem. Immature envy, maybe? if you have a good "spread" of the character classes the only time stats "might" make one character outshine another is when they are of the same base class type, IE fighter or spellcaster.</p><p></p><p>Any other time one character outshines the others is because that player usually outshines everyone else. Hopefully it is because they are that charismatic and not because they are that much of an a**h*le.</p><p></p><p>Even if it is because one fighter has a higher strength or con or whatever, than the other; if a player is "bothered" by that they need to get over their childhood jealousy issues and learn how to play with others. </p><p></p><p>I do not have this problem in my games anyway. I solved it by developing a house rule for increasing stats within the game itself during the down times. I didn't develop this house rule to address "stat envy" issues. I developed it because I didn't like how static stats are. People can become smarter, stronger, wiser, etc... in real life. The game itself has lots of ways to become dummer, weaker, and far more foolish. But the game only has you be able to restore yourself to your previous self. 1 stat point to put where ever you want to every 4 levels didn't cut it for me.</p><p></p><p>So, in a campaign, the longer you play, the more even the playing field, stat wise, becomes. Plus when everyone starts getting a bunch of high stats the monsters are tough enough it doesn't matter like it otherwise would. Plus the monsters/NPC's always have the same resources to increase their stats. So I can adjust as i need to in order to keep it challenging. Which I can do anyway, but it gives me one more "legitimate" way to justify tougher monsters/NPC's.</p><p></p><p></p><p>As for the "trust" issues a couple of you have mentioned. I have eliminated that because I let my players create their characters however they want. Even just write in whatever stats they want, if that is what they want to do. I do not care what their stats are as long as it is within racial and level limits.</p><p></p><p>This way the players get whatever it is they want out of the game and I don't have to worry about cheating in character creation. At the table we all roll in the middle of the table and have to let the dice lay there for others to see. So I have no cheating within my games. Not even on treasure, since it is so well recorded.</p><p></p><p>Plus, if a character is outshined by another it is because of the choices made by the player of said character. So if they want to be "bothered" by the results of their choices it is their problem. They need to learn to "roll with it" and go on. They will have the ability to rectify their problem sooner or later.</p><p></p><p>So this should give some of you an idea why I find the initial posters concern over having such good stats a bit sad. This is a game that we supposedly play to have fun. Micro managing and dictating stats is not having fun, it is just another way to exert control, to force players to conform to the DM's idea of how the game should be played.</p><p></p><p>High stats are not a problem or a balance issue, as long as they are within racial limits. If it is a problem in a game you play in then the DM needs to learn how to be a better DM. High stats are not a bad thing or against the rules when legitimately earned. To suggest otherwise is just, silly.</p></blockquote><p></p>
[QUOTE="Treebore, post: 1453185, member: 10177"] If one character is outshining another character because of stats then i would suspect something else is the real problem. Immature envy, maybe? if you have a good "spread" of the character classes the only time stats "might" make one character outshine another is when they are of the same base class type, IE fighter or spellcaster. Any other time one character outshines the others is because that player usually outshines everyone else. Hopefully it is because they are that charismatic and not because they are that much of an a**h*le. Even if it is because one fighter has a higher strength or con or whatever, than the other; if a player is "bothered" by that they need to get over their childhood jealousy issues and learn how to play with others. I do not have this problem in my games anyway. I solved it by developing a house rule for increasing stats within the game itself during the down times. I didn't develop this house rule to address "stat envy" issues. I developed it because I didn't like how static stats are. People can become smarter, stronger, wiser, etc... in real life. The game itself has lots of ways to become dummer, weaker, and far more foolish. But the game only has you be able to restore yourself to your previous self. 1 stat point to put where ever you want to every 4 levels didn't cut it for me. So, in a campaign, the longer you play, the more even the playing field, stat wise, becomes. Plus when everyone starts getting a bunch of high stats the monsters are tough enough it doesn't matter like it otherwise would. Plus the monsters/NPC's always have the same resources to increase their stats. So I can adjust as i need to in order to keep it challenging. Which I can do anyway, but it gives me one more "legitimate" way to justify tougher monsters/NPC's. As for the "trust" issues a couple of you have mentioned. I have eliminated that because I let my players create their characters however they want. Even just write in whatever stats they want, if that is what they want to do. I do not care what their stats are as long as it is within racial and level limits. This way the players get whatever it is they want out of the game and I don't have to worry about cheating in character creation. At the table we all roll in the middle of the table and have to let the dice lay there for others to see. So I have no cheating within my games. Not even on treasure, since it is so well recorded. Plus, if a character is outshined by another it is because of the choices made by the player of said character. So if they want to be "bothered" by the results of their choices it is their problem. They need to learn to "roll with it" and go on. They will have the ability to rectify their problem sooner or later. So this should give some of you an idea why I find the initial posters concern over having such good stats a bit sad. This is a game that we supposedly play to have fun. Micro managing and dictating stats is not having fun, it is just another way to exert control, to force players to conform to the DM's idea of how the game should be played. High stats are not a problem or a balance issue, as long as they are within racial limits. If it is a problem in a game you play in then the DM needs to learn how to be a better DM. High stats are not a bad thing or against the rules when legitimately earned. To suggest otherwise is just, silly. [/QUOTE]
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