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<blockquote data-quote="Water Bob" data-source="post: 5549081" data-attributes="member: 92305"><p>Absolutely!<img src="http://www.enworld.org/forum/images/smilies/laugh.png" class="smilie" loading="lazy" alt=":lol:" title="Laughing :lol:" data-shortname=":lol:" /></p><p> </p><p> </p><p> </p><p> </p><p> </p><p></p><p> </p><p>Why not?</p><p> </p><p>When I play, I play a character. That's where I get my enjoyment. I don't have to be the "hero" all the time--or, I'm in the "hero" in spite of my character's stats.</p><p> </p><p>Low stats on a character can be quite fun. You roll the dice, then see what the dice "say" about that character, making up reasons for his stats being the way they are.</p><p> </p><p>Random roll, ending in high, medium, or low, can be real roleplaying character builders.</p><p> </p><p> </p><p> </p><p></p><p> </p><p>Oooo, yeah, you and me are on two different sides of the spectrum. While I think there's a place for point buy (The James Bond RPG, for example, uses point-buy, and it "right" for that particular universe of gaming), it's definitley not my taste for most game worlds.</p><p> </p><p> </p><p> </p><p> </p><p> </p><p>EDIT: Man, I love the old Classic Traveller character generation method. You start out with stats at 18 years old. And, these are hard core stats, too. You roll 2D for each stat, straight, with no arrangement. WYRIWYG. What You Roll Is What You Get.</p><p> </p><p>At that point, if the player wants his character to be a pilot, well, he's got to find a career where he can be a pilot. He rolls to see if he was able to get into that career. If he doesn't, then he has to submit to the Draft. Life can take a character in many strange angles. You roll terms on the character, seeing what happens to him every 4 years or his life (or even every 1 year if you use one of the Advanced character generation schemes). </p><p> </p><p>When the character gets out of character generation, he's got all this background. You KNOW him. You know where he's been, what he's done.</p><p> </p><p>Many times, the character is nothing like the player's original concept.</p><p> </p><p>This is my favorite character generation method. It's like you actually role play, in a short hand way, the years of a character's adult life up to the point where he enters the campaign.</p><p> </p><p>These details make the character a very strong character, in rp-ing terms.</p></blockquote><p></p>
[QUOTE="Water Bob, post: 5549081, member: 92305"] Absolutely!:lol: Why not? When I play, I play a character. That's where I get my enjoyment. I don't have to be the "hero" all the time--or, I'm in the "hero" in spite of my character's stats. Low stats on a character can be quite fun. You roll the dice, then see what the dice "say" about that character, making up reasons for his stats being the way they are. Random roll, ending in high, medium, or low, can be real roleplaying character builders. Oooo, yeah, you and me are on two different sides of the spectrum. While I think there's a place for point buy (The James Bond RPG, for example, uses point-buy, and it "right" for that particular universe of gaming), it's definitley not my taste for most game worlds. EDIT: Man, I love the old Classic Traveller character generation method. You start out with stats at 18 years old. And, these are hard core stats, too. You roll 2D for each stat, straight, with no arrangement. WYRIWYG. What You Roll Is What You Get. At that point, if the player wants his character to be a pilot, well, he's got to find a career where he can be a pilot. He rolls to see if he was able to get into that career. If he doesn't, then he has to submit to the Draft. Life can take a character in many strange angles. You roll terms on the character, seeing what happens to him every 4 years or his life (or even every 1 year if you use one of the Advanced character generation schemes). When the character gets out of character generation, he's got all this background. You KNOW him. You know where he's been, what he's done. Many times, the character is nothing like the player's original concept. This is my favorite character generation method. It's like you actually role play, in a short hand way, the years of a character's adult life up to the point where he enters the campaign. These details make the character a very strong character, in rp-ing terms. [/QUOTE]
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