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Stat build assumptions in D&D.

Started by J Arcane, May 13, 2007, 04:50:39 PM

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J Arcane

So, it's generally been my experience with the groups I play with, that when building a character, we just automatically assume that a character should have an 18 in whatever their classes prime stat is.

You also rarely if ever see stats below 10.  It seems that taking no bonus in a stat is fine, but taking an actual penalty is something the players have proved uncomfortable with.

However, it seems that both of these things are very much at odds with the default assumed stat gen methods from the D&D books, and those chosen for any of the D&D computer games eveer played.  They seem to assume a max of 16, barring stat bonuses from race, and that every character will have at least one 8.

As a result we've tended to wind up using our own custom methods of stat gen which are a bit more generous, or at least built off different baselines.  My last group use a flat cost point buy chart, with 40 or 45 points, and a starting score of 8, though in actual use the first thing everyone did was buy up to 10 at least, and then 18 in their prime stat.  The group before that used the 4d6-L method, but also added re-rolls on ones and twos.  

So how have you found things to work out in play?  Is D&D's base assumption closer to the default of most gamers, or are most gamers more like the groups I've played with, and D&D's base assumption not really in keeping with the way most players seem to play?
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grubman

Quote from: J ArcaneSo, it's generally been my experience with the groups I play with, that when building a character, we just automatically assume that a character should have an 18 in whatever their classes prime stat is.

You also rarely if ever see stats below 10.  It seems that taking no bonus in a stat is fine, but taking an actual penalty is something the players have proved uncomfortable with.

However, it seems that both of these things are very much at odds with the default assumed stat gen methods from the D&D books, and those chosen for any of the D&D computer games eveer played.  They seem to assume a max of 16, barring stat bonuses from race, and that every character will have at least one 8.

As a result we've tended to wind up using our own custom methods of stat gen which are a bit more generous, or at least built off different baselines.  My last group use a flat cost point buy chart, with 40 or 45 points, and a starting score of 8, though in actual use the first thing everyone did was buy up to 10 at least, and then 18 in their prime stat.  The group before that used the 4d6-L method, but also added re-rolls on ones and twos.  

So how have you found things to work out in play?  Is D&D's base assumption closer to the default of most gamers, or are most gamers more like the groups I've played with, and D&D's base assumption not really in keeping with the way most players seem to play?

Every group I've ever played with since AD&D 1st has used the 4D6 drop the lowest die tecnique...however, there certainly seemed to always be a lot of 18s.  I think the answer is obvious...players cheat!

IMHO, I wish things went back to the Basic D&D method (that C&C adopted).  Roll 3D6 and let em fall as they will!  

Of course, with 3.5, a penalty is more of an annoyance than anything, because it requires you to subtract, before you add.  It's an extra step.

Sosthenes

Well, my group uses diffferent stat generation method based on what adventure/campaign we're playing, taking into consideration the general power level and house rules.

Personally, I really like rollinge dice, even the old 3d6 straight, but still we've been using point buy most of the time. Yet even our higher-powered stuff doesn't come close to what you use. 18's are still pretty rare, as most character-classes can't min/max that way. And some of the players like to actually have an 8 in some attribute as a flaw. Wisdom is particularly 'favored'.

The never-started Midnight campaign would've used the "whatever you like" stat generation method, and I doubt that we would've seen that many 18s and beyond...
 

Brimshack

I once ran a campaign where players could roll 3 sets of stats all rolled in order and choose the one they liked best. They could NOT swap stats around. What I was looking for was fighters with maybe an Intelligence a bit higher than their dex or Wizards with a better Strength score than their Wisdom, etc. I figured, people would still try to match the main attribute for a class with their best score, but I wanted to see if the secondary stuff might be a little less predictable. The way it played out was great to me. I love dthe odd fit, but the players absolutely hated it. In principle I think the oppposition was just too high and I had to stop using that approach. Rebellion was imminant.

Halfjack

I let my players pick their stats.  It all seems to work out.
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One Horse Town

We always use the 4d6 method. I can't remember the last time i had a character that didn't have at least one stat of 8 or less. Charisma still seems to be the stat. dump though, unless playing a cleric or sorcerer.

obryn

I usually go with a 29- or 31-point-buy using the normal D&D 3.x chart.

Rolling up attributes lost its charm for me a good ways back...

-O
 

beeber

another roll 4d6 drop low or 3d6 group here.

Nicephorus

Quote from: BrimshackI once ran a campaign where players could roll 3 sets of stats all rolled in order and choose the one they liked best. ...I love dthe odd fit, but the players absolutely hated it.

I like that sort of thing as a player - I like adapting to makes sense of the numbers.  It also encourages players to try character types they normally wouldn't.  But many people do hate it.  I think they hate the lack of control - not able to create the exact character they have in mind.

Seanchai

Up until recently, the groups I have played in have rolled for their stats, 3d6 for oD&D and AD&D and 4d6 when that became the norm. Recently - and especially for Midnight - we've used the point buy system listed in the DMG.

Seanchai
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Jason Coplen

Quote from: grubmanEvery group I've ever played with since AD&D 1st has used the 4D6 drop the lowest die tecnique...however, there certainly seemed to always be a lot of 18s.  I think the answer is obvious...players cheat!

QFT.
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Sosthenes

Quote from: Jason CoplenQFT.
Don't sully the integrity of my players ;)
 

J Arcane

Quote from: SosthenesDon't sully the integrity of my players ;)
Players have integrity?
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Sosthenes

Well, demanding to make all rolls in the GM's presence usually helps, too.
 

Balbinus

For the recent Cyclopedia game we rolled straight 3d6, we could reroll if the character was utterly tedious or utterly sucked, but otherwise stuck with what we got pretty much.

Thus leading to my character being notably nimble for a mage, but not especially healthy.