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<blockquote data-quote="ferratus" data-source="post: 5998711" data-attributes="member: 55966"><p>That is pretty much the difference. If you want to meet your characters you roll, if you have a character concept you want to design you point-buy. </p><p></p><p>Arranging your scores to taste, or using dice rolling methods so you always have fairly high stats are ways to do the same thing, but with a little bit of rand omness thrown in. Basically, if you don't want to choose a dump stat, but have one thrust upon you.</p><p></p><p></p><p></p><p>I can see that as a valid method, as you would always have the amount of points needed to make a viable character. Seems rather tedious and slow though.</p><p> </p><p></p><p></p><p>I have only seen people in actual practice letting the dice fall where they may is when running the Tomb of Horrors module. But there you are not really rolling up characters, and are instead creating bomb-disposing robots.</p><p></p><p>I've seen a lot of 4d6 drop lowest (arrange to taste) the most often, but hopeless characters always decided to raise pigs instead of becoming adventurers, and the player rolled up new stats again. I've seen other people use 4d6 drop lowest, roll seven times. I've seen 4d6 drop lowest, reroll 1's. I have seen rolling 3d6 12 times, pick highest 6 rolls. I have yet to see someone say "yeah, this character is hopeless, but I'm going to waste my time playing him until he inevitably dies". I have a feeling I will have seen everything else there is to see in life before I see that guy.</p><p></p><p>I myself like to use 6+2d6 for while I like random generation, I have no interest in playing crippled or mentally handicapped characters. It usually gives me one high score (16+) two good scores (13-15) two average scores (10-12) and one poor score (8-10).</p><p></p><p></p><p></p><p>I have simply let players choose their own stats too. They are usually very reasonable about it, even if they are cheating.</p></blockquote><p></p>
[QUOTE="ferratus, post: 5998711, member: 55966"] That is pretty much the difference. If you want to meet your characters you roll, if you have a character concept you want to design you point-buy. Arranging your scores to taste, or using dice rolling methods so you always have fairly high stats are ways to do the same thing, but with a little bit of rand omness thrown in. Basically, if you don't want to choose a dump stat, but have one thrust upon you. I can see that as a valid method, as you would always have the amount of points needed to make a viable character. Seems rather tedious and slow though. I have only seen people in actual practice letting the dice fall where they may is when running the Tomb of Horrors module. But there you are not really rolling up characters, and are instead creating bomb-disposing robots. I've seen a lot of 4d6 drop lowest (arrange to taste) the most often, but hopeless characters always decided to raise pigs instead of becoming adventurers, and the player rolled up new stats again. I've seen other people use 4d6 drop lowest, roll seven times. I've seen 4d6 drop lowest, reroll 1's. I have seen rolling 3d6 12 times, pick highest 6 rolls. I have yet to see someone say "yeah, this character is hopeless, but I'm going to waste my time playing him until he inevitably dies". I have a feeling I will have seen everything else there is to see in life before I see that guy. I myself like to use 6+2d6 for while I like random generation, I have no interest in playing crippled or mentally handicapped characters. It usually gives me one high score (16+) two good scores (13-15) two average scores (10-12) and one poor score (8-10). I have simply let players choose their own stats too. They are usually very reasonable about it, even if they are cheating. [/QUOTE]
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