D&D 5E Rolled character stats higher than point buy?

To roll it? Yes, absolutely, you'll be rolling for bloody ages to make that rule work. But the odds of rolling it do not matter for what ACTUALLY hits the table--which is what I've been talking about this entire time. Things that won't ever see the light of play because you won't use them do not matter, the only thing that matters is the average and distribution of stats that ACTUALLY get used (or at least COULD get used). If you look at a random sampling of "actually used" rolls, the averages will be higher,

Yes.

and the probability of having better stats will go up

No!

The average result of 4d6k3 is fixed. The average of "4d6k3, apply some extra rules, ignore all results that don't work with those rules" is also fixed--and different. I literally showed that with actual data earlier.

Let's take Frogreaver's example, for simplicity: 1d6.

We can agree that the average result of a roll on a fair 1d6 is 3.5. In this case, the average roll AND the average result we keep, are both 3.5.

What about 1d6, re-roll 1s? The only results we can actually keep are 2s, 3s, 4s, 5s and 6s. If we average the results that we keep, the average is 4.

But the average roll is STILL 3.5!

Let's take the nice, even bell curve of 3d6, averaging 10.5. If you discard every roll of less than 8, what's the average roll? It's still 10.5! You are not any more likely to roll an 18! Your bell curve is exactly the same, but the left hand part of the graph (up to '8') has been truncated.

When you roll your stats, the maths of the method you use to generate those scores (3d6, 4d6k3, 4d6k3 re-roll 1s, whatever) are not affected by any later choice to not use a particular set.

Now, we agree that if you were to collate the averages of the stats actually played, the ones that allowed discarding of low sets would show a higher average, but that isn't because the sets that are played were actually rolled higher than average; it's simply because you took the low rolls away! This doesn't make any actual set that you did roll any higher than they were before you took the low ones away!
 

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That would probably work at my table, but from a personal point of view I'd struggle a little with it. Some players are able to visualise their character in fine detail before actually creating them, I have problems preparing more than just basic details, instead, I like to use whatever the dice rolls give me to flesh them out.
I understand that, that is why i mentioned it can be difficult even for parties/tables that have a long mileage together. But if the DM has a very concrete idea about a story and the characters that will drive it, then why not.... i'd let him/her create my PC. Or rather create the available PCs that we can all use depending on our preferences. But this is also difficult for the players as well, as not everyone can RP any character. As for the "randomization" of each character..... i guess it could work even withing the bounds of story oriented concepts. Like having the basic ability scores roughly set (i.e. the story requires one very charismatic bard of 14-16 CHA) and then flesh him out with some dice rolling.

Thinking about rerolls - I would rather play 15/13/10/9/8/7 than 14/14/14/14/14/14 because the 1st set are just more 'interesting', the 2nd set would feel bland and uninspiring.
In my case, it would depend greatly on the concept i'd chose. Being a fan of the 1E and 2E MAD driven classes, i'd often (try) to run with 3-4 adequate or above adequate scores and 2 or better yet 1 "dump" stats. But that is just my general preference, that i mostly practice during out longer campaigns. In one-offs or short adventures i would go anything that feel interesting to play. Even though i am yet to try roll in order character (no chance of that at my current table).
 

Let's take Frogreaver's example, for simplicity: 1d6.

We can agree that the average result of a roll on a fair 1d6 is 3.5. In this case, the average roll AND the average result we keep, are both 3.5.

What about 1d6, re-roll 1s? The only results we can actually keep are 2s, 3s, 4s, 5s and 6s. If we average the results that we keep, the average is 4.

But the average roll is STILL 3.5!

Okay, so you're employing a semantic argument. When I say "roll higher stats," I mean "roll and keep higher stats." Because rolls you discard don't matter for actual play, by definition. For generating stats, yes, you're always going to have a percentage chance of getting a stat roll you can't keep--because the generator doesn't care what your manipulations are. But if you generate 10,000 actually acceptable characters, their average is different, and within that set, there IS a higher probability of having good stats when compared to a set with no rejection rules whatsoever.

Let's take the nice, even bell curve of 3d6, averaging 10.5. If you discard every roll of less than 8, what's the average roll? It's still 10.5! You are not any more likely to roll an 18! Your bell curve is exactly the same, but the left hand part of the graph (up to '8') has been truncated.

Teeeeeechnically speaking that's not accurate. The probabilities--again, EXCLUSIVELY FOR KEPT ROLLS--have to go up, because the sum of the probabilities must be 1. They go up by an amount proportional to the number of options removed. For communication's sake, instead of talking about "rolling" (which seems to be the core of the bugaboo), I'm going to talk about recorded stats--you never, ever "record" stats that don't match whatever rules you're using, so from the perspective of the "recorded" stats, it doesn't matter how many "rolls" you had to go through to generate a number, it only cares about those sets that play by da rules.

Like I said: by mathematical definition, if the average result goes up, EITHER the probabilities are different, or the possible results are different, or both. With your first example case, if the probabilities remained identical, the average result should be 2/6+3/6+4/6+5/6+6/6 = 20/6 = 20/6 = 3.333..., not 4 as you have claimed. The only way to get the 4 you have claimed is if we say that the uniform distribution is now p=0.2, not 0.166...; this gives us 2/5+3/5+4/5+5/5+6/5 = 20/5 = 4, just as you've said. But that means the probabilities are now higher than they were before. They are, in fact, higher by exactly (probability of number of options removed)/(number of options remaining) = (1/6)/(5) = 1/30. 1/6 + 1/30 = 5/30 + 1/30 = 6/30 = 1/5. For a non-uniform distribution, the changes are harder to calculate, but they still exist.

It's true that, for simple rejection of a particular result value, you have to truncate off the rejected part when plotting the "kept" ("recorded") distribution. But the recorded distribution will, as a result, be (overall) taller than the "rolled" distribution (given the same axes), as you cannot truly "remove" area from a complete histogram--that is, one where the probabilities sum to 1, which will always be the case for any dice-based distribution (since there is only a finite number of possible results, each with positive probability). This is the graphical analogue to the "probability increases from 1/6 to 1/5" statement. Some probabilities may go down, but the net effect will be most probabilities going up; a uniform distribution guarantees all probabilities go up.

When you roll your stats, the maths of the method you use to generate those scores (3d6, 4d6k3, 4d6k3 re-roll 1s, whatever) are not affected by any later choice to not use a particular set.

The data seems to say otherwise.

The probability of 6 on 4d6k3r1 is much lower than on just 4d6k3--reduced by an order of magnitude, in fact. Your probability of recording 17-or-higher has almost doubled. That sounds like a change to the math to me! Of course, if you aren't using a computer to automatically get rid of values you won't accept, you'll spend extra time, because you'll need to reroll all the ones that show up, but that's not the same thing. (Technically, you could just use d10s, dividing even numbers in half and adding 1 to each die--that would produce the same distribution WITHOUT any "rules for removal" parts.) That is: 4d6k3r1 is precisely equivalent to 4d5k3+3--yet with the former I have "rejection rules," while with the latter I do not. Seems hard to argue with that...

This doesn't make any actual set that you did roll any higher than they were before you took the low ones away!

I haven't been trying to say that it does, and given my repeated statements to that fact, I'm getting a little annoyed here. Rolling 4 dice--whether you keep 3 or not, whether you ignore 1s or not--has a particular distribution. Now, in my opinion, you are being fantastically pedantic, since as I have repeatedly said, results you could roll but which you won't (using my new terms) record don't, and CAN'T, matter. So the difference between "recorded" and "rolled" is, essentially, semantics--characters end up having better stats, on the average, if you remove the possibility of characters having :):):):):):), low stats.

By the way, you can check the equivalence of 4d6k3r1 and 4d5k3+3 in AnyDice, if you like. The fact that a "rejection rule" can be equivalent to literally using a different kind of dice seems pretty conclusive, to me, that rejection rules can in fact be mathematically equivalent to a completely different distribution....which is the same as saying that the results are different (in this case, better; if we were rejecting 6s, it would of course be worse).
 

I haven't been trying to say that it does, and given my repeated statements to that fact, I'm getting a little annoyed here. Rolling 4 dice--whether you keep 3 or not, whether you ignore 1s or not--has a particular distribution. Now, in my opinion, you are being fantastically pedantic, since as I have repeatedly said, results you could roll but which you won't (using my new terms) record don't, and CAN'T, matter. So the difference between "recorded" and "rolled" is, essentially, semantics--characters end up having better stats, on the average, if you remove the possibility of characters having :):):):):):), low stats.

It might be said that we are talking about slightly different things, but my point is that the 'average' that you are talking about has absolutely no impact on any character you play!

When we observe something that already exists, like noting the average height of a group of people for example, no observation we make actually changes what we observe (outside of quantum mechanics which, I think you would agree, is outside the scope of the 5E game rules). We can ignore (shoot!) some of the observed group, and that may change our observations (the average height of the part of the group that survives may be different than the average before the culling), but that new average does not change the height of any surviving individual at all!

Let's take a thought experiment: there are two identical infinite rooms, where an infinite number of geeks continually roll sets of six stats using 4d6k3. In each room, we can expect that, were we to take an average those sets, that average would be close to 16/14/13/12/10/9. But that average in no way affects any rolled set!

Next, in one of the rooms and not the other, discard any set that whose highest stat is less than 14, and discard any set whose cumulative modifiers are less than +1.

Now, if you were to collate the new average from that room, it would go up (as long as at least one set were discarded, and there are an infinite number of sets!). However, of the sets that are not discarded, how many sets improve? Does any set actually get better/higher?

No! There is not a single set of six ability scores that changes even slightly after the discarding process!

Although we are both correct in our own way, the difference is that your way of looking at it has no part in the creation of any character! No single character you roll (that does not get discarded) is affected in any way by any discard option.

As to the bell curve? Take 2d6 for simplicity. There are 36 combinations, and the most common result (which is also the average result) is 7, occurring 7 times out of 36.

Now discard any result of 5 or less. What happens to the bell curve?

Actually, nothing happens to the bell curve! You will still have 7 out of every 36 rolls statistically likely to be 7. The bell curve itself is unaffected by you choosing not to use some of the rolls; you just have wasted rolls!

The set of six stats you roll will be unchanged in any way by the presence of a discard rule that does not apply to the set you rolled. Later observations about 'average' rolls of a group of played characters does not change the maths of the rolls you made to get those stats, so are irrelevant when seeking to understand the effect 'discarding' has on the set you roll.
 

You have been wrong the whole time. First it's a semantics game about rolling. Now it's stating the obvious that everyone agrees with and acting like they don't. They have a proper kind of term for that right?

It might be said that we are talking about slightly different things, but my point is that the 'average' that you are talking about has absolutely no impact on any character you play!

When we observe something that already exists, like noting the average height of a group of people for example, no observation we make actually changes what we observe (outside of quantum mechanics which, I think you would agree, is outside the scope of the 5E game rules). We can ignore (shoot!) some of the observed group, and that may change our observations (the average height of the part of the group that survives may be different than the average before the culling), but that new average does not change the height of any surviving individual at all!

Let's take a thought experiment: there are two identical infinite rooms, where an infinite number of geeks continually roll sets of six stats using 4d6k3. In each room, we can expect that, were we to take an average those sets, that average would be close to 16/14/13/12/10/9. But that average in no way affects any rolled set!

Next, in one of the rooms and not the other, discard any set that whose highest stat is less than 14, and discard any set whose cumulative modifiers are less than +1.

Now, if you were to collate the new average from that room, it would go up (as long as at least one set were discarded, and there are an infinite number of sets!). However, of the sets that are not discarded, how many sets improve? Does any set actually get better/higher?

No! There is not a single set of six ability scores that changes even slightly after the discarding process!

Although we are both correct in our own way, the difference is that your way of looking at it has no part in the creation of any character! No single character you roll (that does not get discarded) is affected in any way by any discard option.

As to the bell curve? Take 2d6 for simplicity. There are 36 combinations, and the most common result (which is also the average result) is 7, occurring 7 times out of 36.

Now discard any result of 5 or less. What happens to the bell curve?

Actually, nothing happens to the bell curve! You will still have 7 out of every 36 rolls statistically likely to be 7. The bell curve itself is unaffected by you choosing not to use some of the rolls; you just have wasted rolls!

The set of six stats you roll will be unchanged in any way by the presence of a discard rule that does not apply to the set you rolled. Later observations about 'average' rolls of a group of played characters does not change the maths of the rolls you made to get those stats, so are irrelevant when seeking to understand the effect 'discarding' has on the set you roll.
 

Okay, @Arial Black, here's my fundamental point:

Do you think that, in the long run, you will get consistently and without fail characters that are indiscernibly different using 4d6k3 than using "4d6k3 reroll 1s ignore results with net mod less than 1/highest stat of 12 or lower"? That because you can generate the same characters with either one, there is no meaningful difference between one method and the other?

Because if you think that, you are wrong. If you do not think that, then this entire discussion has been pointless. Because I care about whether the expectation values, and probability of getting certain things, is higher or lower. I don't care about whether there are a bunch of results that get rejected--and I can even excise the "rejection" part, leaving JUST the math, no rules for what is or isn't acceptable (in some cases, anyway).

If we consider 4d5k3+3, there is no possible way to parse it as "shifting" away from some other distribution, because there is no other distribution--we're not applying any discarding rules at all. The probability of rolling--since there is not and cannot be a "discarded numbers" aspect, here--straight 18s in that system is (.0272)^6 = 4.05*10^-10, or about 1 in 2.5 million. The probability of rolling such with 4d6k3 is (0.0162)^6 = 1.81*10^-11, or approximately 1 in 55.3 million, a difference of more than an order of magnitude.

Does this mean 4d5k3+3 is different from 4d6k3, or the same? If they are the same, why do they have different odds of producing the exact same result? If they are different, why is something mathematically equivalent to 4d5k3+3 (that is, 4d6k3 reroll 1s) not *also* different from 4d6k3?
 

These are two totally different sets:

4d6 drop lowest is not the same set as
4d6 drop drop lowest reroll anything

Yes in 4d6 drop lowest reroll X we do have an intermediate step where the set 4d6 is produced. Then it is further narrowed down by dropping the lowest and that is further narrowed down by always rerolling certain results. The set produces has its own probability distribution. The probability distribution of 4d6 or 4d6 drop lowest doesn't change but neither does it ultimately tell us about the new probability distribution we decided to use.
 




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