| Post/Author/DateTime | Post |
|---|---|
| Canadian-Eh?06-26-05, 03:03 PM | My group has been using this system for generating characters for a year or two. I am sure some people will see this and say "that's broken/stupid", but it actually makes for a balanced party. Stats are decided by each player based on an arbitrary number such as +7 that is decided by the DM (just an example, but any +x number would work). +7 is the total ability modifier of all of their stats added together. For example all of the following are possible with +7 Str: 11---12---17---18---6 Dex:16---15---10---11---15 Con:12---10---17---16---12 Int: 15---13---12----7---18 Wis:11---12---12---10---15 Cha:12---15----9---15---11 etc... When deciding stats they can have no more than half of their stats as odd numbers (as a single lvl4/8/12 increase could give each seperate stat an additional +1 mod. in turn), and one of those odd numbered stats cannot be a 19 (as that cannot be rolled on 3d6). Racial modifiers are added or subtracted after these stats are decided. Using this system the DM can alter the challenges based on the level of power given to the PCs. For example you could give them easier challenges if their stats were only +4 or harder challenges if their stats were +12 in total. I realize that this system may have mechanical flaws (such as starting at an age other than young adult), but it saves internal party bickering about who has the best stats after rolling up characters as they all essentially have the same stats. Any (constructive) thoughts would be appreciated. |
| danielinthewolvesden06-26-05, 03:15 PM | The problem here is that an 18 (which is a +40 is generally of greater value than 4 +1's are. This depends on the class of course. Wizard is the classic example of a class that only really needs one powerful ability. Paladin (or Monk) is the posterboy for the other extreme, the Pally needing 4 good abilities, two of which are rather critical. The problem with your system is that you make Wizard more powerful yet, while classes that require several high stats are weakened. In general, classes that require on ONE high ability are the most powerful classes- Druid, then Wizard (followed closely by Cleric, which can use several high abilities). Classes that require several are weaker- bard for example. The normal "point buy" in the DMG takes this into consideration. It is easier to buy a PC with several 14's than with an 18. Thus, the DMG system is better. I had a small varient on it. Do the regaular point buy, then each player rolls a d6- this adds +1 to that abilitie (assuming the ability is an even number). That gives a tiny but of randomness, and adds a tiny bit of flavour to what normally is a sea of even numbers. |
| LadyCreator06-26-05, 03:24 PM | I use something like this for NPC's, just to measure their power relative to other NPCs. Gives me a good ballpark. I don't know about using it for PCs. |
| clarkvalentine06-26-05, 04:01 PM | Any point-buy system where points cost the same per-point at high values as at low values essentially tosses racial modifiers out the window, and puts races with more penalties than bonuses (like half-orcs) at a disadvantage. It's not a big deal, in the grand scheme of things, but it is a flaw of linear point buy systems. |
| Mirikon06-26-05, 05:00 PM | A system I played under once was like this: Use the 4d6 drop the lowest system to generate 3 roll 'sets'. So, you might get: 1) 10 16 13 15 18 12 2) 11 8 9 14 13 17 3) 18 7 10 12 14 16 You can arrange stats in a set to preference, but you cannot swap between sets. Choose one of the sets, or choose point-buy. For point buy, each stat starts at 0, and you have 70 points to spend, on a 1 for 1 basis. After you have arranged stats to your liking, apply racial mods. This system prevented any of the notorious 'all 12s' characters, or characters with a 3 in an ability, or the like, while guaranteeing that everyone was at least on a more even footing. It also made it easier on the people wanting to play Paladins and Monks. |