Ways to generate ability points.

Buttercup said:
Please don't interpret this question as confrontational, because I don't mean it that way. For those of you who insist upon a random method of ability generation for your players, why? What is so wrong with allowing players to distribute stats as they please? Do you feel like this would ruin your enjoyment (as DM) of the game?

The players like it. They like the risk and reward of rolling their own dice. Least that is why I like rolling dice. :cool:
 

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I definitely don't like random ability gen methods either. Heck, I don't even like random starting money! (I give max)

Aside from the potential uber-power or uber-crappy PC, random ability gen also has potential to prevent someone from playing the character they want. That's definitely not good in my book.

I've toyed with crazy methods but I always end up using 32 point-buy. I don't know, it just works and the players like it.

I've also used a point-pool as well. Everyone gets a pool of points that they can put wherever they want. You can adjust the number of points based on the difficulty or power level of the campaign (75 is low, 78 is average, 81-83+ is powerful, etc).

For hp's, I've been having the players roll twice and taking the highest. It's fast and simple and if you roll bad both times, you can't say you didn't have a chance to improve it. :] Again, the players seem to like which is the most important.
 

GlassJaw said:
random ability gen also has potential to prevent someone from playing the character they want. That's definitely not good in my book.

While the potential is there I've never seen it happen in d20. Now in the older editions of D&D I saw it happen all the time with the classes needing certain attributes.
 

Buttercup said:
Please don't interpret this question as confrontational, because I don't mean it that way. For those of you who insist upon a random method of ability generation for your players, why? What is so wrong with allowing players to distribute stats as they please? Do you feel like this would ruin your enjoyment (as DM) of the game?
I like the randomness. Some of my players do, some don't.

There are 3 methods for generating stats in my games:

1) 4d6, drop lowest, can shift points from one score to another on a 2:1 basis (cannot lower a score below 8 to do so)
2) 3d6 12 times, pick the best, can shift point around as above
3) Take the elite array: 15,14,13,12,10,8. You get 3 points to distribute as you see fit. No lower of one score to increase another. That way, if you really want an 18, you can have it. (I forget what my rationale was 3 years ago when I came up with this, but I think it's equal to a 28 point point-buy. We call it the "mini point buy".)

Players typically try all 3 and take the best, which about 2/3 of the time is the mini point-buy.
 

I roll a set of 6 4d6DLs for every player.

Then I write all the scores on a piece of paper, and give it to the group. Then I say, "Distribute amongst yourselves however you want."

The problem with point buy is that they screwed up the costs. Taking even numbers is mathematically retarded, because the cost doesn't increase with the modifier. For example, I have to pay 6 points for a 14, but 8 points for a 15. And they both give me +2. So why would I pay 8?

HP

Roll once, and take what you get. Straight up like that.
 

francisca said:
Take the elite array: 15,14,13,12,10,8. You get 3 points to distribute as you see fit. No lower of one score to increase another. That way, if you really want an 18, you can have it. (I forget what my rationale was 3 years ago when I came up with this, but I think it's equal to a 28 point point-buy. We call it the "mini point buy".)
It's only equal to 28 points if you don't raise a score to 15 or above with the 3 discretionary points. Otherwise it's better (if less flexible).
 

ender_wiggin said:
The problem with point buy is that they screwed up the costs. Taking even numbers is mathematically retarded, because the cost doesn't increase with the modifier. For example, I have to pay 6 points for a 14, but 8 points for a 15. And they both give me +2. So why would I pay 8?

Two reasons actually:

1) Several feats require 13s, although its only one more point for a 14, but if you really want that point...

2) Spending 8 points for a 15 means at level 4 you get a 16 and save 2 points that can be used to even out another score. The same goes for a 17, except you can save 3 points and still get an 18 at level 4.
 

francisca said:
Players typically try all 3 and take the best, which about 2/3 of the time is the mini point-buy.

Small wonder, it's equivalent to PB 33 (you added 3 free ability points on top of a PB 25 spread, but the point cost of these ability points can be quite a bit higher than 3), if you go for an 18, while 4d6DL is just slightly above PB 28 on average. ;)

Bye
Thanee
 

ThirdWizard said:
Two reasons actually:

1) Several feats require 13s, although its only one more point for a 14, but if you really want that point...

2) Spending 8 points for a 15 means at level 4 you get a 16 and save 2 points that can be used to even out another score. The same goes for a 17, except you can save 3 points and still get an 18 at level 4.

1) 14 is just 1 point away. 1 point = +1 to the modifier. That's the best deal you can get.

2) I've thought about that, but my rationale always ends up like this: I start out with an 18. Then I say, ok, my other stats will be a lot better if I downgrade that to a 17 - I get 3 points back. But then I say - whoa! If I downgrade it again to a 16, I get another 3 points!! And this time those 3 points are "free". You should only get 2 points for the second downgrade - that would make a lot more sense.
 


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