Spade said:
I see absolutely no interest in being compelled to fit a character concept to a random array of numbers. In my view, it's always better to encourage your players to come up with ideas for characters that are not hyper-specialized. [/size]
A lot of point-buyers say this type of thing. And, there is some merit to it. Point-buy is a viable way to design characters in games.
It's just not a method I've ever embraced, and done so only when forced to (the James Bond rpg, for example).
See...point-buy leads to "ideal" character types. You have the stronger than strong fighter. You have the incredibly intelligent mage. You have the awesomely deft thief. You have the holier-than-holy cleric.
Now, I understand that there is some variance that happens. Players are individuals, so we're not talking about specifics. We're talking about what
usually happens.
And, what usually happens is that a player will build his character, mechanically, to make that character the best he can be at the chosen class. I mean, why not? Why hamper yourself? I sure as heck wouldn't blame a player for trying to make the most with the tools that he is given.
So, you give a number of points to a player and allow him to buy his character stats for the soldier he's trying to make (or, you allow him to arrange to taste a number of random rolls), and what you get is a character that looks like this:
Rolls - 6, 13, 12, 15, 11, 18
STR 18
DEX 11
CON 15
WIS 12
INT 13
CHR 6
Let's see. He's strong for melee combat. Check. He can allow his DEX to be lower since he will rely more on heavy armor and parry. Check. He's got a high CON for more hit points. Check. His INT is fairly high for skill points. Check. Magic is not enountered as much in this game, so the WIS based save is not as important, and WIS gets the second to lowest number. Check. And, finally, CHR. Something's gotta give, and CHR is the lease important of the six stats, so it gets the 6. Check.
Now, using
Conan 321 let's see how interesting the character could be.
Group 1: STR, DEX, CON (the thinking here is that DEX can be the lowest number thrown).
Group 2: INT, WIS (again, we can swap to make INT higher)
Group 3: CHR (We'll get what we get.)
Rolls - STR 6, DEX 13, CON 12, INT 15, WIS 11, CHR 18
Arrange within the groups to get the final character:
STR 13
DEX 6
CON 12
INT 15
WIS 11
CHR 18
Hey! Look at that! You don't see too many Soldiers built that way, do you?
Of course you don't. That's why
Conan 321 works. The player can still change this character's class (and he can multiclass later).
But, this is much more interesting than what the point-buy/arrange-to-taste method delievers.
And, who knows what the player will do with this character based on those rolls. His CHR is fantastic, so, the player will probably focus on that (a stat he would have never focused on given the choice), and run down game avenues he never would have done.
Why does this work?
It's because it's easier to edit than it is to create.
If I give you a framework, it's easier to come up with a story than it is when you are forced to work with a blank slate.
For example, I could say, "Write me a background about a soldier character and tell me why he's in the city watch."
Chances are, generic stuff will appear most of the tie.
But, if I tell you, "Write me a background story about an albino soldier character and tell me why he's in the city watch." Then, that one little change--that pillar I gave you to wrap your story around and make an interesting background about this character...that one thing, makes the character come alive.
That's why random rolls are better suited to more interesting characters than point-buy or blanket arrange to taste. Random roll forces the player to work with some "givens", where as point-buy or arrange-to-tastes opens the door for generic, seen-it-before types.