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

"People who like point buy often have one or both of the following factors in mind: the ability to create a character concept and then tailor a character to that concept with 100% certainty that it can be achieved, no dice/randomness involved; or putting all players on an equal footing." Does that sound about right?

Yes. Part of my problem with die rolls is that I've seen people be very frustrated by the results. In a game long ago and in a state far, far away my wife and I joined a game where they used a strict roll 4d6 drop lowest. My wife and I went in with character concepts in hand and she rolled poorly. As in a 14, a 10 and everything else below 10. Another gal (Sue) at the table rolled a couple of 18s, and maybe a low stat of 12.

Neither my wife nor Sue were happy with this. My wife was told she had to use what she had and the DM just laughed when she asked if she could reroll or use a different method to get stats. I think Sue felt guilty and her character eventually commited suicide-by-goblin. I invoke the "I can't testify against my spouse" rule to verify whether my wife modified her stats after we got home.

I don't think it matters whether my wife and Sue were "right" to feel this way, the fact is that they did.

Because of point #1, even rolling schemes that wind up giving all the players the same choices at the end of the day ("You can use anyone else's rolls")
I'm not personally obsessive about min/maxing. Under the current system, I would rarely buy a 15 and may never get my current character's primary stat to 20 (then again he's a weird build). So the exact range of stats I end up with isn't all that important, it is more of a question of whether I have a system to build a character I had envisioned.

I think a related issue is that I see a lot of people who use modified roll rules (probably better than saying C.H.E.A.T.) is that it leads to stat inflation and what I'm going to call Golden Child syndrome.

Golden Child syndrome is when everybody is nearly perfect from day one. They are smarter, stronger, more charismatic than anyone. All stats are above average and many characters start out with a 20 in their primary score which to me is not realistic.

The problem is that everyone has strengths and weaknesses, it's part of what makes us human. The other issue is that it doesn't give you a lot of room to grow. Last, but not least, most DMs will simply up the difficulty level of challenges to compensate.

If you don't use rules that guarantee higher than average scores, then on average there's going to be a pretty big difference in ability scores between two people in the group. This makes it even harder for the DM since they have to create challenges for Super Dave which won't totally frustrate Wimpy Kid.


What matters is that the system in use is generating a distribution of PCs skewed toward producing uniformly low Int scores.

As far as the 8 int ... first, I don't see it. Or if I do, I don't know since I don't know what other character's stats are. All I can say is that I rarely use int as a dump stat. I do occasionally because sometimes it's fun to play a dumb character.

Second, IMHO most people you encounter on a daily basis have stats between 8 and 12. Some people are a little slow, some people are quite bright but not geniuses. I'd probably say I'm around a 12 strength but my wife is an 8 (she's kind of a wimp), etc.

So having characters with a low stat of 8 just means that in some attribute many characters are on the low end of average.

On the other hand, int scores (high or low) is something that is difficult to implement in play. A high strength is easy - is the character strong enough to bust open the door is resolved by a die roll. But a high int character being played by an average int player? You can give out hints with arcana or investigation checks, but that seems like a cludge. On the flip side most people don't play stupid even if their characters are idiots.
 

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Second, IMHO most people you encounter on a daily basis have stats between 8 and 12. Some people are a little slow, some people are quite bright but not geniuses. I'd probably say I'm around a 12 strength but my wife is an 8 (she's kind of a wimp), etc.

At the risk of controversy, I'm going to claim that most upper-middle-class Americans have no conception of what an average IQ is actually like. If you're an average poster on these forums, you are quite likely to be college-educated with an IQ of around 115. The guy in your gaming group whom you think of as "slow", the one who struggled to get Cs in high school... he's probably IQ 100, which we can call Int 8-10. The people who are actually less intelligent than average probably come across as almost incomprehensibly dumb to you--the gap is too wide for you to understand each other. (I was told once, long ago, that the Army prefers to have less than about 30 points of IQ separation between troops and commanders for a similar reason. I don't have a primary source on that; I think I heard it on Chaos Manor.)

This is exactly why certain posters on this thread have said that they don't want to play PCs with Int below a certain threshold. If you can't relate to your own PC, you have a problem. I dislike playing PCs who both (1) have IQs under 13, and (2) do a lot of talking to other PCs. The only way I can roleplay an Int of 11 or below is to be the strong silent type.
 


I thought I despised point-buy enough already, and then I realised that every single one of my new AL CoS party had Int 8.

Every. Single. One.

You are blaming the wrong thing.

The problem here isn't that every single player used intelligence as a dump stat. The problem is that the rules made intelligence undesirable, despite the fact that it's quite obviously a desirable trait to have in a hero.
 

From Wikipedia: approximately two-thirds of the population scores between IQ 85 and IQ 115. About 5 percent of the population scores above 125, and 5 percent below 75. The highest score ever recorded for IQ is around 200, with many people we would consider geniuses around 180-190.

Average int using 3d6 is 10.5. Seems like a pretty decent corelation, just take intelligence times 10. Most people are going to fall into the 8-12 range Intelligence range in D&D terms.

So that's the definition I use for "what does an 8 intelligence mean". In addition, I would say that most stats probably follow a similar pattern.

One of the problems I have with using 3d6 for stats, is that roughly 16% of the rolls will be less than 8. If IQ is a guideline, that's triple the number of what would be expected. With 4d6 drop lowest, it's around 6% which is closer to reality but still high. In addition, what value does it add to the game to say that a character has a stat worse than 95% of the population?
 

Yes. Part of my problem with die rolls is that I've seen people be very frustrated by the results. In a game long ago and in a state far, far away my wife and I joined a game where they used a strict roll 4d6 drop lowest. My wife and I went in with character concepts in hand and she rolled poorly. As in a 14, a 10 and everything else below 10. Another gal (Sue) at the table rolled a couple of 18s, and maybe a low stat of 12.

Neither my wife nor Sue were happy with this. My wife was told she had to use what she had and the DM just laughed when she asked if she could reroll or use a different method to get stats. I think Sue felt guilty and her character eventually commited suicide-by-goblin. I invoke the "I can't testify against my spouse" rule to verify whether my wife modified her stats after we got home.

I don't think it matters whether my wife and Sue were "right" to feel this way, the fact is that they did.


I'm not personally obsessive about min/maxing. Under the current system, I would rarely buy a 15 and may never get my current character's primary stat to 20 (then again he's a weird build). So the exact range of stats I end up with isn't all that important, it is more of a question of whether I have a system to build a character I had envisioned.

I think a related issue is that I see a lot of people who use modified roll rules (probably better than saying C.H.E.A.T.) is that it leads to stat inflation and what I'm going to call Golden Child syndrome.

Golden Child syndrome is when everybody is nearly perfect from day one. They are smarter, stronger, more charismatic than anyone. All stats are above average and many characters start out with a 20 in their primary score which to me is not realistic.

The problem is that everyone has strengths and weaknesses, it's part of what makes us human. The other issue is that it doesn't give you a lot of room to grow. Last, but not least, most DMs will simply up the difficulty level of challenges to compensate.

If you don't use rules that guarantee higher than average scores, then on average there's going to be a pretty big difference in ability scores between two people in the group. This makes it even harder for the DM since they have to create challenges for Super Dave which won't totally frustrate Wimpy Kid.




As far as the 8 int ... first, I don't see it. Or if I do, I don't know since I don't know what other character's stats are. All I can say is that I rarely use int as a dump stat. I do occasionally because sometimes it's fun to play a dumb character.

Second, IMHO most people you encounter on a daily basis have stats between 8 and 12. Some people are a little slow, some people are quite bright but not geniuses. I'd probably say I'm around a 12 strength but my wife is an 8 (she's kind of a wimp), etc.

So having characters with a low stat of 8 just means that in some attribute many characters are on the low end of average.

On the other hand, int scores (high or low) is something that is difficult to implement in play. A high strength is easy - is the character strong enough to bust open the door is resolved by a die roll. But a high int character being played by an average int player? You can give out hints with arcana or investigation checks, but that seems like a cludge. On the flip side most people don't play stupid even if their characters are idiots.

I think your position makes sense and is consistent, Oofta, even though I'm not in total agreement.

I find point buy and arrays to be boring and samey, much like Hemlock. But over the years I definitely had occasional issues with both problems you mention: dissatisfied people measuring themselves against their peers, and for a brief stint some 15 years ago we definitely saw "Golden Child" syndrome as you call it (due to allowing people to roll lots of sets and pick one they liked).

I found a solution that worked for us, which was the same one Hemlock mentioned up thread: everyone rolls one set and then everyone can choose from the sets rolled, so if someone gets an "unfair" set then nobody gets bent out of shape, because they can use it too.

Some people do. Others, like my significant other, find the idea of using someone else's set distasteful, and they use what they rolled regardless of how good or bad it is.

Personally I find the "in order, live with what you get" method to be fun, but I recognize not everyone does.
 

It's funny. I don't find that point buy (or attribute scores in general) make for "boring/samey" characters. I think many people, myself included, tend to play the same character archetypes over and over but that has very little to do with the method used to generate attributes.

My buddy (a guy) that always plays either a busty female spellcaster or a (male) halfling rogue is in a rut. But that has nothing to do with how stats are generated.

Much like the "everybody has an 8 intelligence" where the real issue is everybody dumping their lowest score into intelligence, no matter what that number is.

I think a reason why I care about this topic is because of my bad experience (I personally had a decent, quite average character) with dice rolls. My DM did not realize how disaffected his players were. Nice guy, intelligent, low wisdom/intuition.
 

To clarify, character creation by rolling ability scores does not involve finding the average rolls for a particular method and using them. It involves rolling (in our example) 4d6k3 six times. The average for those rolls might be interesting, but the average plays no part in the actual rolls you just made! Any discarding of an unsuitable set has absolutely no impact on the set you keep! Any discarding is done after those rolls (with the mathematical average associated with that method) has already been completed. Any later discarding does not alter the probabilities of that method to get those results.

Averages are measures of center, not measures of individual data points. That's a trivially true statement, so yes, you're absolutely correct. But modifying a data set at any point--before or after it is collected--does, in fact, make a difference. It removes elements. By definition, you're changing probabilities--because, at the very least, you're changing either N or n (population size or sample size, respectively) which is almost always going to result in a change (as N or n-1 is used in the denominator of means, standard deviations, and proportions, for populations or samples respectively).

I mean, you might as well say that the average result of d6, or any platonic die, is impossible because you can't get half-values. Yes, of course it's not possible to actually roll 10.5 on a d20--that doesn't, in any way, mean that the average ceases to be a meaningful descriptor of the probability space, nor that it is incorrect to make use of measures-of-center, before and after modification of the data set (population or sample), to talk about how those modifications alter the distribution.

Let's try an analogy: let's say that the average height of an adult human male is, say, six feet. Let's say that you have a six-foot tall adult human male standing in front of you. Do you have a male of average height in front of you? Yes.

Now, shoot every adult male who is less than six-foot tall. (note that I'm not actually advocating this in real life; it's just a thought experiment. Put the shotgun down and back away from the 2nd amendment!) Now that there are no adult males less than six feet, the guy standing in front of you can truthfully be said to no longer be 'average height'; he's now the joint shortest guy in the world! But his actual height has not changed one iota! He's still six foot tall, no matter the heights of other people alive or dead!

And if that guy has kids, the average height of those kids when they grow up will conform to the pre-culled population, not the post-culled population. Their heights will lie along the original bell curve of heights, not the bell curve of heights post-culling.

Ouch, bad analogy is bad.
First: height isn't a uniform distribution (as dice are) but rather an approximately normal distribution, and thus has a distinctively different shape. Making significant changes to a normal--like cutting out all values below the original mean--has enormous impact on the information from the normal (it becomes not only non-normal, but extremely wonky, like an F-distribution with no front tail or something?). Cutting out values above or below on a uniform is distribution is a much smaller change.
Second: if you cull all members below the average from the entire population of human males, then the parameters μ and p almost certainly must change, because (1) you're changing the minimum value dramatically as well as the number of data points N, so μ MUST become a different number for the modified population, and (2) the numerator and denominator change and we cannot say that the changes result in proportional differences (e.g. if there are 1000 males in the world, 50 are six foot and 500 are taller, removing the 450 that are not means the odds of being six foot are now 50/550 = 1/11 as opposed to the original 50/1000 = 1/20.)
Third: if only those men over 6 feet tall have kids, there is a causative impact on the future generation--you have removed genes from the gene pool, applied artificial selection, which means important variables (genetics, socioeconomic status, and nutrition) are no longer random and thus a normal distribution may not even describe the new data.

I agree that, for actual living people, the shape of the distribution doesn't spontaneously change. But we're not talking about actual living people. We're talking about generating a number of values, and discarding all of those that don't fit particular rules. If you continue to generate things based on those selection rules, you are rejecting some data and keeping other data...which will change the shape of the distribution.

And when you discard the first (or second or third) set of rolls, the next set will be generated by the same mathematical rules of the first, and won't take any discarding (and that effect on the final average) into account. The next set will have the same bell curve as the original, and that curve will be unaffected by any discarding.

So the set of scores that you do keep are the same (and use the same bell curve) whether or not you are allowed to re-roll.

Okay, let's use a slightly different example then. Consider "4d6 drop lowest" vs. "4d6 drop lowest, reroll all 1s." That is a modification to the data set, and is largely equivalent to removing a certain slice of heights, so it even allows us to critique your previous assertions too. (Technically the most accurate statistical explanation of it is different, but not in ways that matter to the discussion at hand: we are still ignoring parts of the potential data set.) If you always reroll 1s until you don't have any 1s, then you're effectively rolling 4d{2,3,4,5,6} drop lowest. Here's the AnyDice results for the two:
[Sblock] anydice_4d6_resized.png[/Sblock]
As you can see, the distribution is clearly different. It has a different center (mean), a different spread (standard distribution), and different probability values for every single point. All because we chose to remove--that is, re-roll--any dice that show a 1.

The parameters change when you apply selection rules that change the population from which data may be drawn. That is a statistical fact. Can you demonstrate otherwise, with actual numbers rather than analogies?

Consider a hyperbolic example: "I will reject all values less than 18." What is the probability of having any given stat at 18, given this rule? 100%. That is obviously different from the probability for 4d6 drop lowest. Then consider "I will reject all values less than 17." With only two options, we know absolutely for certain that *at least one* of the probabilities--m_p(17) or m_p(18), where m_ means "modified"--must be different, because m_p(17)+m_p(18) = 1, but the *unmodified* p(17) + p(18) is much less than 1. Now consider a slightly more useful example, "I will reject all values less than 15." That's easily programmed into AnyDice--it's the equivalent of rolling 4d{5,6} drop lowest. We can clearly see that the probabilities are radically different...yet, according to your suggestion, they should look precisely identical.

Removing regions from the possibility space must by definition shuffle the probabilities, because p(x1)+p(x2)+...+p(xN) = 1 and m_p(x1)+m_p(x2)+...+m_p(xM) = 1, but N > M. *At least one* of the modified probabilities must be greater than the unmodified probabilities in order for these equalities to hold.
 
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But.... how do we reconcile between player satisfaction and a herd of clones/mutually exclusive stats then?

I mean, for a long mileage group that plays for decades and is good at role playing, the PCs could probably even be made by hand, say..... generate the sets by what that character needs to be capable of withing the game world, and don't bother with either arrays, point buys or dice rolls...... but let's face it, such groups are few..... maybe even non existent....
 

But.... how do we reconcile between player satisfaction and a herd of clones/mutually exclusive stats then?

I mean, for a long mileage group that plays for decades and is good at role playing, the PCs could probably even be made by hand, say..... generate the sets by what that character needs to be capable of withing the game world, and don't bother with either arrays, point buys or dice rolls...... but let's face it, such groups are few..... maybe even non existent....

I dunno about "non-existent." There are plenty of people who talk about going for purely diceless, "pick what you want" stats. In fact, most groups that try it seem rather pleased with it--and don't report that it is abused very much. Perhaps it's a self-selection effect, e.g. a DM who didn't think their group could handle it wouldn't offer the method, so only those who really think it will work try it. But it's definitely a lot more than "zero."
 

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