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Subject: How do you decide stats?

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Bail Ohmar
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09/06/2007 3:16 AM  

bshugg I quite like that idea. I do think I'll give it a go. :)



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Teflon Jeff
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09/07/2007 3:16 PM  
Agreed, I think I'll try that some time soon...

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Adelaide

09/18/2007 5:47 PM  
Posted By Teflon Jeff on 08/31/2007 4:55 PM
Posted By gss_000 on 08/31/2007 10:47 AM
Posted By Teflon Jeff on 08/30/2007 6:23 PM

Well, It would be for a gritty, realistic campaign. Possibly Ravenloft, or Kalamar. Nothing fancy or heroic, more grime than glory.

Very true.  My point as more the disparity in scores between players can cause major headaches. When one gets lucky with rolls and the other don't, or vice versa, deep resentments can form over time.  I've seen it happen, even felt it a bit myself.  It's why I like point buys.  Even though you get a range and some wild distributions, you can't say the other players were favored.


Oh, I agree totally. It's why I almost always use point buy. I've also thought about running a commoner campagn too, and this would work a bit better...


I ran a 'apprentice' style campaign in part inspired from the magician series by R Fiest in which characters started off 0 level, pre character class. The players rolled 3d4 12 times and put them where they wanted, and one they reached the lofty heights of first level they had similar to a point buy system.

~

Typcially for my RPG games (non D&D) players pick character class first, and then get to roll for stats depending on that. Eg a fighter generation might appear like: Str:2d6+6, Dex: 2d6+4 etc. There isn't issues with 'power' classes needing better stats though (does DnD still require min stats for fighter/paladin etc?).

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