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Worlds of Design: Rolls vs. Points in Character Building
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<blockquote data-quote="hawkeyefan" data-source="post: 7985510" data-attributes="member: 6785785"><p>Yeah, absolutely. When I was a kid and was playing the older editions of the game, we'd roll our stats, and those would determine what kind of character we'd make. But even then, we quickly started adopting alternative methods that allowed us to build the kinds of characters we wanted to play. The first of these was to roll six scores and then assign them as you wanted. Then we started rolling 4d6 and dropping the lowest. And so on. </p><p></p><p>And then once you start doing that, then I feel the point of rolling is mostly gone.</p><p></p><p></p><p></p><p>Yeah, the tone and style you're going for can matter a lot. Five Torches Deep, let's say, compared to 5e D&D....one is more about struggling to survive, and the other is about being nigh super-heroic. Rolling makes more sense in Five Torches because of the tone. However, they also mitigate the risk of rolling so poorly as to wind up with a non-viable character, and the way the stats are generated still allows players to pick class and race ahead of time.</p><p></p><p></p><p></p><p>Right, this is one thing I touched on earlier. If you have two 16 Wisdom Clerics in D&D, I'd hope that there would still be enough about each of them to make them stand out. There should be enough about the characters that is different so that we don't confuse them simply because they're both wise. I suppose it's easier for a class like Fighter or maybe Rogue, where the focus is even tighter....but then I think that sameness may be more a flaw with the stats themselves, rather than stat parity. If I want my Fighter to be as effective as the other Fighter, than I need to have a Strength score equal to his. </p><p></p><p>If there were other ways to make them equally effective mechanically, but different in flavor, then perhaps there would be more variety. So something like what 5E allows with a Dexterity based Fighter. You can picture the Strength Based one as clad in heavy armor and swinging a heavy weapon around, and the Dexterity based fighter is a duelist with a rapier. 4E Also promoted this kind of diversity in stats. </p><p></p><p>This is to say nothing of all the distinction that can be made with personality and goals and so on. I think that games like Apocalypse World promote the non-mechanical differences so much more heavily, that parity in stats among members of the same class or playbook just isn't a concern.</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 7985510, member: 6785785"] Yeah, absolutely. When I was a kid and was playing the older editions of the game, we'd roll our stats, and those would determine what kind of character we'd make. But even then, we quickly started adopting alternative methods that allowed us to build the kinds of characters we wanted to play. The first of these was to roll six scores and then assign them as you wanted. Then we started rolling 4d6 and dropping the lowest. And so on. And then once you start doing that, then I feel the point of rolling is mostly gone. Yeah, the tone and style you're going for can matter a lot. Five Torches Deep, let's say, compared to 5e D&D....one is more about struggling to survive, and the other is about being nigh super-heroic. Rolling makes more sense in Five Torches because of the tone. However, they also mitigate the risk of rolling so poorly as to wind up with a non-viable character, and the way the stats are generated still allows players to pick class and race ahead of time. Right, this is one thing I touched on earlier. If you have two 16 Wisdom Clerics in D&D, I'd hope that there would still be enough about each of them to make them stand out. There should be enough about the characters that is different so that we don't confuse them simply because they're both wise. I suppose it's easier for a class like Fighter or maybe Rogue, where the focus is even tighter....but then I think that sameness may be more a flaw with the stats themselves, rather than stat parity. If I want my Fighter to be as effective as the other Fighter, than I need to have a Strength score equal to his. If there were other ways to make them equally effective mechanically, but different in flavor, then perhaps there would be more variety. So something like what 5E allows with a Dexterity based Fighter. You can picture the Strength Based one as clad in heavy armor and swinging a heavy weapon around, and the Dexterity based fighter is a duelist with a rapier. 4E Also promoted this kind of diversity in stats. This is to say nothing of all the distinction that can be made with personality and goals and so on. I think that games like Apocalypse World promote the non-mechanical differences so much more heavily, that parity in stats among members of the same class or playbook just isn't a concern. [/QUOTE]
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