And why is random better? Because its a game, and more specifically to me, its an improvisational storytelling game, and way more fun to roll the dice, and hope for good rolls, and deal with bad rolls, and improvise the story as the successes and failures rack up.
rolling attributes.
And rolling hp.
And rolling to hit.
And rolling damage.
And rolling skill checks, (take 10--bah!).
If you roll a 16 for your Strength instead of a 14. That gives you a PERMANENT +1 bonus to all strength-based attacks, damage rolls, and skill checks for your character's ENTIRE career due to nothing but a single, momentary turn of chance.
Likewise, roll a 12 instead of a 14 and you suffer a PERMANENT -1 penalty to all of these rolls for the ENTIRE life of your character.
This is nothing, I repeat NOTHING like making a single attack roll. To compare the two kinds of rolls is fallacious in the extreme. They are completely different, have completely different consequences in the game, and must, therefore, be treated very differently.
The trouble is: no such tome exists, nor will it ever exist in a sane, balanced game world.Personally, however, I would just use that 12 attribute as a roleplaying hook, take every opportunity to raise that attribute when I level, and if it looks like the character isn't pulling his weight at higher levels, then go on a quest for some sort of item or magic tome or something that would raise the attribute to a level appropriate level.
The convince part should be easy. The book says to reroll if the total modifiers is less than 4 or more than 8 before racial bonuses.However, the book states that their ability modifiers should still be in the +4 to +8 range. What they end up with is closer to +11 to +12.
Now I have to convince them to lower some stats for balance or they will be WAY stronger than the other party members. No one should have two 18s, one of them has 3...
The trouble is: no such tome exists, nor will it ever exist in a sane, balanced game world.
Why not? Because giving that tome to someone who actually allocated their stats "appropriately" would make them exactly that much better than you.
Here's a way you could work that, and which I'd allow as a DM:I agree--if the DM made such things rain down from the sky every other day.
But its a perfectly appropriate once-in-the-life-of-a-character, build-a-quest-around concept.
Does anyone know why this was included in this edition? Random stats seem more realistic (some people are better than others) but less balanced (some people are better than others). Isn't this the opposite of the new D&D philosophy (which favors balance over realism)?
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(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.