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Editorial

Greatest Hits 2012: The Advantages of Using 3d6 Over Point Buy

While the Dungeon’s Master team enjoys some well-deserved vacation time, we’re breaking out the greatest hits and shining a spotlight on a few of our favourite articles from 2012. We’ve searched for hidden gems that our newer readers might have missed and our long-time readers will enjoy reading again. Enjoy a second look at these greatest hits from Dungeon’s Master.

Most gamers I’ve met like rolling dice. And most gamers I’ve met like to power game. So when you ask gamers if they’d rather roll their six ability scores randomly or assign them and get the most optimized stats possible you’re unlikely to get a consensus. Personally I like rolling 3d6 for abilities. It makes you play the character and not the numbers. In my experience this always makes for more interesting characters which in turn makes the gaming experience more enjoyable.

I’ve found that experienced gamers are the ones who are most open to the ides of rolling their abilities. This could be in some part because they’ve likely played previous editions of D&D where that’s just how it was done, so they don’t see it as a big deal. I also think experienced gamers are more open to rolling their ability scores because they realize that there is something to be said for randomness. They realize that it’s not the extraordinary scores that make your character interesting, but the lower ones. Rolling your stats makes you intimately and immediately aware that a character is more than the raw numbers on the page; something many newer gamers have a hard time understanding.

By rolling your stats you’re more likely to be appreciative of that one good score, even if it is only a 14. And in cases where an ability score is particularity high, say an 18, it’s going to have a big impact on the PCs and the game. In a world where most people have relatively flat ability scores, anyone with an 18 will be truly extraordinary. Just think of how people will treat a guy with an 18 Charisma? This super-Charisma guy is going to be a spectacle for all the right reasons. His 18 makes him special. However, if an 18 Charisma is extremely commonplace, as it is when everyone uses a point buy system, it denies everyone that chance to feel special because they happen to roll something statistically improbable.

I’m not suggesting that we completely abandon point buy; it certainly has its place and serves a practical purpose. But I think that we should all realize that there is something to be gained from trying the 3d6 method of generating ability scores as anyone who has participated in the D&D Next play testing can attest to.

From January 24, 2012, Dungeon’s Master once again presents: The Advantages of Using 3d6 Over Point Buy.

Categories
Editorial

The Advantages of Using 3d6 Over Point Buy

Have you ever played a character in 4e D&D without optimized stats? A Fighter with a Strength score below 14 or a Wizard with an Intelligence under 14? I think it’s safe to say that none of us have done it. Why would you? The game assumes that you’re going to have a decent score (16+) in your primary ability from the outset and to ensure this we use the point buy system to assign the numbers as we deem appropriate. Add to that racial bonuses and there’s really no reason you’d even have to play a character with a low score in their primarily ability.

As long as players use point buy to assign scores we’re always going to see fully optimized stats. All Fighters will have exceptional Strength. All Wizards will have exceptional Intelligence. The base foundation on which characters are built (the six ability scores) will be similar, if not identical, when comparing characters of similar classes. The mechanics of 4e almost demand that this be the case. It’s not to your advantage to play a PC with sub-optimized ability scores. If you want to be on par with the game’s power baseline you have to optimize the numbers. A character with a 14 in his main ability will be less powerful than his allies. But is this really a bad thing.