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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Should Ability Scores in 4E Be Randomly Determined?
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<blockquote data-quote="FireLance" data-source="post: 3735581" data-attributes="member: 3424"><p>Some scattered thoughts about point buy vs random ability score generation.</p><p></p><p>Randomness does have some advantages. It allows for the creation of memorable characters with atypical strengths and weaknesses. However, in my view, the two main problems associated with randomness are: limiting player control over the characters and hence, the ability to effectively create certain (not unreasonable) types of characters, and PC disparity (one or more characters are significantly more or less powerful than the others). The latter becomes worse when it results in niche grabbing, e.g. a spellcaster with high Strength regularly stealing the spotlight from the fighters in combat.</p><p></p><p>Point buy character generation methods are almost the exact opposite: they give the players greater control over their characters and help mitigate PC disparity, but may result in standard, "cookie cutter" characters.</p><p></p><p>Some character generation systems try to find a balance between PC disparity and randomness, e.g. the system in an issue of Dragon where all characters were built using the same point buy, but cards were used to determine how the points were distributed. This way, you get characters of roughly the same level of ability, but the advantage of atypical strengths and weaknesses is retained. </p><p></p><p>I think that PCs should remain at roughly the same, but not necessarily identical, levels of ability. There is a fudge factor that ties in quite neatly with 4e's apparent emphasis on roles. As long as each PC is good at different things, or at least, is good at what he is supposed to be good at, there can be some disparity in their underlying ability scores.</p><p></p><p>I'm starting to think that my ideal ability score generation system would have both fixed and random elements. First, you set your safety net with a point buy system or (even simpler) by distributing the standard array (15, 14, 13, 12, 10, 8) among your ability scores. Then, you add a random element by rolling 4d6 drop lowest or (less generously) 3d6 in order, and you take the better of your point buy or your randomly generated ability score. This way, you'll always have a character with good abilities where you want them, but there's also the chance of getting a high score where you normally would not have put one.</p><p></p><p>Now, while this method works for me, I think it would be too complicated to put into the PH. In particular, new players may find it rather confusing. In fact, I'm starting to wonder whether the sacred cow of ability score generation being the first step in creating a character should make it to 4e. Maybe I'll start another thread on this.</p></blockquote><p></p>
[QUOTE="FireLance, post: 3735581, member: 3424"] Some scattered thoughts about point buy vs random ability score generation. Randomness does have some advantages. It allows for the creation of memorable characters with atypical strengths and weaknesses. However, in my view, the two main problems associated with randomness are: limiting player control over the characters and hence, the ability to effectively create certain (not unreasonable) types of characters, and PC disparity (one or more characters are significantly more or less powerful than the others). The latter becomes worse when it results in niche grabbing, e.g. a spellcaster with high Strength regularly stealing the spotlight from the fighters in combat. Point buy character generation methods are almost the exact opposite: they give the players greater control over their characters and help mitigate PC disparity, but may result in standard, "cookie cutter" characters. Some character generation systems try to find a balance between PC disparity and randomness, e.g. the system in an issue of Dragon where all characters were built using the same point buy, but cards were used to determine how the points were distributed. This way, you get characters of roughly the same level of ability, but the advantage of atypical strengths and weaknesses is retained. I think that PCs should remain at roughly the same, but not necessarily identical, levels of ability. There is a fudge factor that ties in quite neatly with 4e's apparent emphasis on roles. As long as each PC is good at different things, or at least, is good at what he is supposed to be good at, there can be some disparity in their underlying ability scores. I'm starting to think that my ideal ability score generation system would have both fixed and random elements. First, you set your safety net with a point buy system or (even simpler) by distributing the standard array (15, 14, 13, 12, 10, 8) among your ability scores. Then, you add a random element by rolling 4d6 drop lowest or (less generously) 3d6 in order, and you take the better of your point buy or your randomly generated ability score. This way, you'll always have a character with good abilities where you want them, but there's also the chance of getting a high score where you normally would not have put one. Now, while this method works for me, I think it would be too complicated to put into the PH. In particular, new players may find it rather confusing. In fact, I'm starting to wonder whether the sacred cow of ability score generation being the first step in creating a character should make it to 4e. Maybe I'll start another thread on this. [/QUOTE]
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