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General Tabletop Discussion
*Dungeons & Dragons
They hybrid Roll N' Buy ability score generation method
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<blockquote data-quote="Seraphael" data-source="post: 137966" data-attributes="member: 2003"><p>I've thought about using a hybrid method for a while myself, but there are three problems the system has to handle IMO.</p><p></p><p>1) What do you do with characters who roll supercharacters? </p><p></p><p>This is pretty easy though, you can just ask them to reroll or tone down the character (maybe give them a straight point buy without dice rolls as a bonus, that way they exchange their overpowering character for the ultimate in flexibillity).</p><p></p><p>2) What do you do with rolls below 8?</p><p></p><p>I'd suggest assigning some negative value to rolls under 8, 1 per pt probably works, although if you reverse engineer the point buy (which is loosly based on probablities) you get 3=-11, 4=-8, 5=-5, 6=-3, 7=-1. The problem with that is the fact that, if a character is played properly , low scores are less of a hindrance that high scores are an advantage (in most cases, anyway).</p><p></p><p>3) To do well by the system, players need to roll really low or really high; rolling an average character (or one close to the point buy limit) is actually a disadvantage.</p><p></p><p>I'm a bit more stumped about this one, you could guarantee all players 4 points unless they roll over a limit (for example, you are using a 28 pt campaign, and player who rolls under that s guaranteed 4 points. Players who roll over are allowed to be 32 pt characters. Any player who rolls over 32 pts is treated however you treat super characters).</p></blockquote><p></p>
[QUOTE="Seraphael, post: 137966, member: 2003"] I've thought about using a hybrid method for a while myself, but there are three problems the system has to handle IMO. 1) What do you do with characters who roll supercharacters? This is pretty easy though, you can just ask them to reroll or tone down the character (maybe give them a straight point buy without dice rolls as a bonus, that way they exchange their overpowering character for the ultimate in flexibillity). 2) What do you do with rolls below 8? I'd suggest assigning some negative value to rolls under 8, 1 per pt probably works, although if you reverse engineer the point buy (which is loosly based on probablities) you get 3=-11, 4=-8, 5=-5, 6=-3, 7=-1. The problem with that is the fact that, if a character is played properly , low scores are less of a hindrance that high scores are an advantage (in most cases, anyway). 3) To do well by the system, players need to roll really low or really high; rolling an average character (or one close to the point buy limit) is actually a disadvantage. I'm a bit more stumped about this one, you could guarantee all players 4 points unless they roll over a limit (for example, you are using a 28 pt campaign, and player who rolls under that s guaranteed 4 points. Players who roll over are allowed to be 32 pt characters. Any player who rolls over 32 pts is treated however you treat super characters). [/QUOTE]
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They hybrid Roll N' Buy ability score generation method
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