So a player presents a character with really high ability scores--what do you do?

I've had a couple of players who believed they needed to "win" the game. One of them is n longer with our group, but the other has begun to come around and is beginning to develop some really good role-playing ideas. He's still learning, but it's a good feeling to know that he's getting better.

Some things I've done to reduce an individual player's reliance on ability scores:

(1) Standard experience for everyone, plus bonuses for good role-playing or clever ideas. In the case of the power-gamer in our group, I think telling him that I was giving him extra XP for coming up with a clever use of a mundane object in combat really helped him realize that I care less for the on-sheet stats, and more for what the player contributes to the game session.

(2) Specific treasure for players. Instead of trying to "stop" the player from getting what he wants, I pick one aspect of that character that I'd like to see more of. I provide magic that augments those talents. In this way, the player still feels like his high stats are important, but I can tailor magic to fit each player and allow each of them to shine in their own way.

You'll often look at a power-gamer's stats and think, "Good grief! What is s/he thinking?!" Step back and take a moment to see if the player has some ideas about the character, and help him play to those ideas. You might end up with a great PC in the party!
 

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johnsemlak said:
Anyway,

I'd like to avoid simply 'proscribing' a method of character creation, something liek point-buy or whatever. But if a Cheracter's ability scores seem out of line (say, none under 12 and about 3 15 or better), what's the best way to handle it

Seems like a no big deal to me. Let him play.

But if it happens a second time (assuming nobody watched the roll the first time) .. you know, fool me once shame on you, fool me twice, shame on me. So just let it slip for now, but if it becomes a persistent problem, then get harsher.
 
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IMHO, if the player generated the stats in front of the DM (with the DM actually witnessing the rolls, and not rolling up stats while the DM just happens to be in the room & not paying attention to the dice rolls), then the stats should be allowed. Otherwise, I'd say have the guy roll up a new set of stats.

Then again, compare the stat set for that player's PC compared to the stat sets for the other player's PCs--if he's on par with the rest of the group, then I'd say let him keep the stats. If his stat set is quite higher overall than those of the rest of the PCs (for example, the rest of the group's bonuses from stats add up from +4 to +6, while the player in question's bonuses from stats adds up to +12 or higher), then I'd say have the player generate a new stat set.

IMHO, I don't allow players to roll up stats for PCs while I'm not present (& not watching)--I've had severe problems in the past with some players about "honest" stat rolls (much less "honest" dice rolls in game)--not occasional, but frequent.

If a player wants to make up a character ahead of time, I only allow them to use the point-buy method (currently 32-point, though I may bump this down to 28-point). While present, a player may roll up a couple (2-3) sets of stats if they wish--if the player doesn't roll up a set of acceptable stats, then they may use the point-buy method instead (I won't allow them to constantly keep rolling up sets of stats throughout the night). Though the players have a chance to have really good stats, they'll at least have the option of all starting off on the relatively same footing.
 


Darkness said:
Hey, please don't be rude just because he has a preference you don't like. Thank you. :)


Why is this being rude? Arcady is simply stating his opinion that it's foolish not to use the point buy method.

As for the original post, like most people stated there's nothing wrong with those scores. As a DM do you always randomly generate the ability scores of your NPC's, if so, are you just jealous?
 

For me, the question here is kind of strange. In the first place, the poster has already cut the easiest way out to prevent these 'really high ability scores.' In the second, the scenario itself is vague.

No answers to the problem it will present.

No answer to where the scores were rolled.

No answers to what original method was used to roll them.

I'm old school. We used Unearthed Arcana with it's massive 9d6 for your prime stat and if you didn't have an 18, you ran into every combat until you died and you liked it that way! Of course back in those days getting the 18 was only half the battle as you then had to go and get the high % stength score!
 

Heh - I remember old school Unearthed Arcana stat generation days. Heck, I think I need to dig that out for posterity when I get home tonight. :)
 

This is a problem only if the DM wants it to be. Personally I am a player heroes. To me a hero is above average in every way because that is why he survives being a hero for so long.

I have played the low stat character a time or two. Didn't do for me and they had a tendency of dying even faster than my prefered style of character.

I don't play, or DM, this game to win. I play/DM it to have fun. To me that is having several stats in the 16 to 18 range and nothing below a 12. Call me a munchkin or power gamer all you want, but I am having fun playing that character the way I want, not your way.

When i am the DM my preferred method of character creation is roll 4d6 and reroll ALL 1's and 2's until everything is at least a 3. Take the highest 3 of the four and place the stats in whatever order you desire. i also tell my players they can have whatever stats they want, even all 18's before racial adjustments. It is thier character, make sure it is what they want to play.

We have fun. There is absolutely nothing wrong with what I do because we have fun. That is supposed to be the name of this game, that is how we "win" at this game. We have fun. That is the only "necessary" rule any player or DM needs to have. We ALL have fun.
 

johnsemlak said:
Anyway,

I'd like to avoid simply 'proscribing' a method of character creation, something liek point-buy or whatever. But if a Cheracter's ability scores seem out of line (say, none under 12 and about 3 15 or better), what's the best way to handle it
As has probably been said before in this thread (but I am too lazy to read it all), I'd say insist that players roll in front of you when doing stat generation.

Personally I favor point-buy, but that debate isn't what this thread is about, so I'll leave that topic alone :)
 

If Mr. High is 20 points higher than Mr. Low then you're going to have a problem if Mr. Low doesn't have a very good sense of humor .... So, the guy will start out with, for example, a masterwork sword that was given to him by his father.

I generally like this solution; letting the DM gracefully balance things behind the scenes. If you want to roll dice for stats there will be inequalities, so you need a plan for dealing with them.

Now, the bad part. How much is 20 points worth in terms of game balance? If you are a 15 STR, 15 CON Fighter, 20 extra points *could* give me a 18 STR, 18 CON Fighter with some change left over. I am +2 to hit, +2 to damage and +2HP/level, +2 Fort over you. A masterwork sword isn't going to even us up. Starting Mr. Low at 2nd level (as obscene as that sounds) is only going to tip the balance a bit in his favor. (+1d10+2HPs,+1 to BAB vs. better toHit, better damage).

The idea is solid, but the randomness of the stat dice mean that you may have a lot of work to do to make it come together properly. And when you do then the CRs of the monsters will be a little bent; your party is no longer "average", it is balanced against it's strongest member.

(For these reasons I prefer a moderate point-buy nowdays.)
 

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