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Thread on point-buy for OSR ability scores

Started by Aglondir, July 28, 2019, 05:08:04 PM

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Pat

Quote from: Aglondir;1097589I'm looking for something where the math is easier.
If you simply the math to something like what JeremyR suggested earlier, say (assuming B/X):

Score/pts
10 0
13 1
16 3
18 6

But then you only end up with a couple arrays per point total. E.g.:

6 pts
18, 10, 10, 10, 10, 10
16, 16, 10, 10, 10, 10
16, 13, 13, 13, 10, 10
13, 13, 13, 13, 13, 13

3 pts
16, 10, 10, 10, 10, 10
13, 13, 13, 10, 10, 10

At that point, you might as well just hand-pick a couple arrays and let the players choose. You can mix it up by allowing below average scores, but a character will play to their strengths, and avoid their weaknesses, so a really low score isn't as important as a really high one. Something like this is more reasonable than just flipping the scale:

Score/pts
3 -3
5 -2
8 -1

Opaopajr

I would focus on setting (and OSR stat mod progression) first, Aglondir. That would help whether having a 5 in CON or a 3 in INT would matter. Then you can point it up to get your desired average range. :)

I would also probably keep inflationary costs as you go up past a certain value -- maybe even the inverse for dropping below to get more points, too. That way people cannot gun for 16s qnd 18s while stripmining other stats for more points. Just like 14+ costs 2pts per increase, have 6- give one point per two stat decreases; that way you have to want a low stat for flavor, not power. ;)
Just make your fuckin\' guy and roll the dice, you pricks. Focus on what\'s interesting, not what gives you the biggest randomly generated virtual penis.  -- J Arcane
 
You know, people keep comparing non-TSR D&D to deck-building in Magic: the Gathering. But maybe it\'s more like Katamari Damacy. You keep sticking shit on your characters until they are big enough to be a star.
-- talysman

deadDMwalking

Quote from: Aglondir;1097589Too complex.

Edit: Apologies, I did not mean to sound short. I'm looking for something where the math is easier.

No worries - I didn't take it that way.  But you could still use it and make it appear less complex

7 -5pt
8 -4pt
9 -3pt
10 -2pt
11 -1pt
12 0pt
13 2pt
14 4pt
15 6pt
16 8pt
17 11pt
18 14pt

12 Points

The math works out the same, but you 'get points back' if you reduce a score.

Alternatively, you could create a number of arrays using these and let players pick.  Example arrays include:

18, 12, 12, 12, 12, 10
17, 13, 12, 12, 12, 11
16, 14, 12, 12, 12, 12
15, 14, 13, 12, 12, 12
14, 14, 14, 12, 12, 12

The advantage of point buy is that the player can choose the abilities they need, so letting them play with the underlying point buy is less restrictive.  You can make both options.  Suggest a few arrays (1 high ability/2 high abilities/3 high abilities) and then let them play with it under the hood.
When I say objectively, I mean \'subjectively\'.  When I say literally, I mean \'figuratively\'.  
And when I say that you are a horse\'s ass, I mean that the objective truth is that you are a literal horse\'s ass.

There is nothing so useless as doing efficiently that which should not be done at all. - Peter Drucker

Rhedyn

I would take the mods that the stats poop out and make a 0 point buy with it.

So for example, in Stars Without Number, your mods are -2 (3), -1(7), 0(10), +1(14), +2(18).

In something like the Black Hack, you start every stat at 10 and raise/reduce to keep the point buy at 0.

0 point buy may seem brutal, but it should be and should result in weaker characters than what rolling up an eventual survivor outputs.

I'd also like to mention that I feel like point buy undermines OSR by giving players an assumption of fairness. Which in turn leads to them thinking combat is something they are suppose to get in.