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Worlds of Design: Rolls vs. Points in Character Building
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<blockquote data-quote="Aldarc" data-source="post: 7990165" data-attributes="member: 5142"><p>I'm late to the game, but this point from the OP sticks into my mind.</p><p></p><p>For some people? What is the alternative even? What is FRP if it's not a game? Seriously. I kinda wish the OP would expand on this point. The term "game" is used in both the terms "Tabletop Roleplaying Games" and "Tabletalk Games." I don't understand why people are so skittish or derisive of the fact that roleplaying games are games. They even derived from "War Games."</p><p></p><p>That said, in regards to the rest of the post, this largely depends on the system. If you are assuming D&D where rolling stats amounts to six attributes and (possibly) HP, then there is a lot for potential variance. But there are so many games out there where you don't have to worry about the uniformity of builds, even if you don't roll.</p><p></p><p>How for example would point buy or roll for stats even really apply to games like Fate, Cortex, or PbtA? Though it's possible to consider filling the skill pyramid or using Fate points to "buy" stunts as a point buy, but it doesn't really have the same character of rolling attributes vs. point buy attributes in D&D. You're certainly "building" your character, but it's not necessarily defined about a weak character vs. a strong character (often framed in terms of combat), but about what sort of character can best engage the game world.</p><p></p><p>But what about the experienced vs. inexperienced players? In games like Fate or Cortex, there is often an explicit emphasis on cooperative character creation with players and the GM helping other players to create characters.</p><p></p><p>Insert Rawlsian argument here, otherwise absent for laziness.</p></blockquote><p></p>
[QUOTE="Aldarc, post: 7990165, member: 5142"] I'm late to the game, but this point from the OP sticks into my mind. For some people? What is the alternative even? What is FRP if it's not a game? Seriously. I kinda wish the OP would expand on this point. The term "game" is used in both the terms "Tabletop Roleplaying Games" and "Tabletalk Games." I don't understand why people are so skittish or derisive of the fact that roleplaying games are games. They even derived from "War Games." That said, in regards to the rest of the post, this largely depends on the system. If you are assuming D&D where rolling stats amounts to six attributes and (possibly) HP, then there is a lot for potential variance. But there are so many games out there where you don't have to worry about the uniformity of builds, even if you don't roll. How for example would point buy or roll for stats even really apply to games like Fate, Cortex, or PbtA? Though it's possible to consider filling the skill pyramid or using Fate points to "buy" stunts as a point buy, but it doesn't really have the same character of rolling attributes vs. point buy attributes in D&D. You're certainly "building" your character, but it's not necessarily defined about a weak character vs. a strong character (often framed in terms of combat), but about what sort of character can best engage the game world. But what about the experienced vs. inexperienced players? In games like Fate or Cortex, there is often an explicit emphasis on cooperative character creation with players and the GM helping other players to create characters. Insert Rawlsian argument here, otherwise absent for laziness. [/QUOTE]
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