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Why I Am Starting to Prefer 4d6 Drop the Lowest Over the Default Array.
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<blockquote data-quote="epithet" data-source="post: 7135623" data-attributes="member: 6796566"><p>I make characters with the full level 1 - 20 career in mind, so to me it makes no sense to try to get a player to run with a set of stats he or she doesn't like. There is no scenario where I would tell a player at the start of a campaign "sorry, those are the stats you rolled; play that character or don't, but you can't roll up another one." That kind of thing might be ok for a "one shot" or a single adventure break from a full campaign, but for a "real" campaign I want to make sure all my players are happy with their characters and fully engaged.</p><p></p><p>In my group, everyone rolls up stats using 4d6, drop lowest. Then each player can chose whichever set of stats he or she likes (regardless of who rolled them,) and assign them in the order he or she wants. This leads to more powerful characters, and I (as DM) usually compensate by bumping encounters a little. We also tend to have extra feats, because I like to award training as treasure when it seems appropriate to the narrative, and if I'm running a published adventure I'll give "alternate advancement" points instead of XP for extra stuff I throw in to make things more interesting so as not to skew the level curve of the published adventure. 1 point buys a skill, language, or tool; 3 points buys a feat. It's a lot easier to juice up encounters for more capable PCs than to re-arrange the entire adventure to accommodate accelerated levelling.</p><p></p><p>My point here is that it is really easy to adapt to more capable characters, and completely worth it to let the players realize their character concepts. I tend to use Kobold Fight Club to build encounters, and I'll just dial them in with an extra party member or as a level higher to tweak the balance (or just wing it.) It's not hard to do.</p></blockquote><p></p>
[QUOTE="epithet, post: 7135623, member: 6796566"] I make characters with the full level 1 - 20 career in mind, so to me it makes no sense to try to get a player to run with a set of stats he or she doesn't like. There is no scenario where I would tell a player at the start of a campaign "sorry, those are the stats you rolled; play that character or don't, but you can't roll up another one." That kind of thing might be ok for a "one shot" or a single adventure break from a full campaign, but for a "real" campaign I want to make sure all my players are happy with their characters and fully engaged. In my group, everyone rolls up stats using 4d6, drop lowest. Then each player can chose whichever set of stats he or she likes (regardless of who rolled them,) and assign them in the order he or she wants. This leads to more powerful characters, and I (as DM) usually compensate by bumping encounters a little. We also tend to have extra feats, because I like to award training as treasure when it seems appropriate to the narrative, and if I'm running a published adventure I'll give "alternate advancement" points instead of XP for extra stuff I throw in to make things more interesting so as not to skew the level curve of the published adventure. 1 point buys a skill, language, or tool; 3 points buys a feat. It's a lot easier to juice up encounters for more capable PCs than to re-arrange the entire adventure to accommodate accelerated levelling. My point here is that it is really easy to adapt to more capable characters, and completely worth it to let the players realize their character concepts. I tend to use Kobold Fight Club to build encounters, and I'll just dial them in with an extra party member or as a level higher to tweak the balance (or just wing it.) It's not hard to do. [/QUOTE]
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