Truce it is! But, I didn't know we were at war!
Oh you didn't? Well you shouldn't have started it then.
SF, I have to confess, I'm disappointed. I thought you were putting forward your system for critique, and that the discussion over design versus random roll was quite interesting. Then I go away from the weekend and find you turning into the worst kind of elitist before my eyes. I hope it was just a reaction, But I have to doubt it.
In my opinion, heroic generation is for munchkin gamers.
Munchkins, on the other hand, (according to this web site: http://www.srcf.ucam.org/tt/society/glossary.html) are gamers that are more interested in personal power than roleplay - the word comes from a description of the behaviour of 12-year-old D&D players. Specific exanples include vastly optimising a charactersheet to create unrealistic characters, and using metagaming to figure out aspects of plot.
So...since the official rule book, itself, states that Heroic Character Generation "creates heroes with high scores to simulate the characters' positions as exceptions to both the laws of nature and common humanity", and that this method "can result in more powerful characters than any other generation variant". I think it's fair to say it's a variant for munchkin gamers (those who want to min/max and have incredibly statted heroes).
well, excuse me for daring to violate your self righteous position, SF, but actually there are those of us who have serious reservations about random generation systems which are based firmly on game and fun concerns thank you very much: If you didn't think dismissing all that as "munchkins" wasn't insulting, you are fooling yourself.
I don't know if it will help, but I didn't mean to insult you. I do think the Heroic Generation is for munchkin gamers, but I didn't mean that as a direct insult towards you.
Oh that's
SO much better. Its not an insult only to him, its to ALL of us. Well, thats all right then!
It doesn't help, either, that you don't seem to be grasping, much less meeting, the actual objections to it.
That's right...some stats will be higher. Some will be lower. The mean will be 13.
That's the spice of life.
It seems to me that some Conan players think it's a sin if one of the PCs has a stat that has a negative modifier (9 or below).
That's not a bad thing. Everybody doesn't have to be a superhero in every area covered by every stat.
The problem, as I have said several times now, is NOT low stats in one character, it's balance within the party. Yes, the mean will be 13, but six rolls is too small a sample to get reliable clustering on the mean. I have rolled a number of 4d6 drop 1 characters, and they are extremely variable. I have seen an 18,18,17,15,14,12 array, and I have had a 12, 10,9, 9, 8, 6. The GM, not being quite as enamoured of random rolls as you, let me reroll that particular array, but what kind of fun would it have been for me, being in the same party as mr hero over there?
If you've got a group of 1st level PCs, and every stat is at least 10 or better, I'd say group is truly "special".
Unbelieveably special.
Non-realisticly special.
The strong but believeable Conan is gone, only to be replaced by the two dimensional, infalible, characture that is Wulfgar from the Ice Wind Dale trilogy.
You mean... heroes?
Conan's problems stem from lack of experience in the early tales, and weight of numbers or demons in the later ones. He is strong, tough, smart and extremely charismatic. And yet believeable, because people in his position would be like that. Unlike your silly Dex 6 soldier, who is about as realistic as a moon made of cheese.
Conan, to me, is the epitome of a hero in the Hyborian Age. He's THE Hero.
When characters start out in Star Wars, they can't whip Darth Vader's arse. And, characters who start out in the Hyborian Age shouldn't be able to whip Conan's butt at similiar level either.
First rule of RPGs... the players are the heroes. This is their tale. having them gratuitously upstaged by NPCs is poor. Yes, there should be more powerful people out there, higher level, more resources, but condeming them from the word go to being second rate Conans whatever they should do is poor.
As I said, the average dude in this game has Stat 10.
The average hero, starting out, should be around 13.
That still makes him a pretty outstanding hero when compared with average folk.
No, it doesn't.
You seem to have a highly inflated idea of what these stats actually mean. Someone with a 13 in a stat has a plus 1 modifier. Given the rolls are D20, that's 5%. Someone with a 13 is 5% better than someone with a 10. Someone with an 18 is 20%. I don't know about you, but I would expect the average peasant village to have rather more than 5% difference in their population! Most people will have at least one 12 or more, and any village will have some 14s. The blacksmith will be 14 strength, for example. 16s, 17s and 18s are noticeable and impressive, but scarcely superhuman. A 15% superior performance is well worth having, but not exactly superhero levels yet.
I've mentioned this before, but it's been my experience in my 20+ years of gaming with several different gamers over the years that self designed characters--where the player has total control--actually turn out less interesting characters than if there are some constraints on the creation.
Well, its been my experience in 20 years of gaming that letting the player imagine the character and produce the stats to match is far the better way, and that wildly varying power levels in the party leads to the players of weak characters getting bored.
When the player has total control, we get a character that is "perfect" for whatever role he is meant to play (or, as close to mechanically perfect at the player can get him). His stats are optimized for his class, and his background, although maybe somewhat interesting, usually turns out to be fairly generic.
Ironically, it seems that YOU are the one playing with mini maxers.
But at that, given the selection proceedures that exist, in world, for the PC classes this is far better than the wildly unsuited PCs you prefer.
When you're arranging stats, you've got to prioritize. STR, DEX, and CON are obvioulsy more important to a Soldier character than CHR. Then, INT gives you more skills.
That takes it down (usually) to either WIS or CHA. And, since WIS is used for a Save, where as CHA is only used for a few skills, CHA typically becomes the placement of the lowest stat the Soldier throws.
Well, if Cha is that unimportant in your campaign, why not just leave it out? its vital in the ones we play.
What restrictions are you referring to? That I restricted race (to Zamorians) and class choice (to Commoner, Borderer, Soldier, and Thief)?
That's the only restrictions.
Oh those are the "only" restrictions? So, no social classes at all, no learning, no magic.. just melee fighters. Well, that's fine if that's the game you want, but don't complain that with a setup like that Cha gets dumped! And I pity the fool who uses your random generation system and gets 6,8,9 for his first three rolls...
And yes, I've seen that happen too.
That's a very interesting character. He's already got a lot of "personality" and we haven't even played with him yet. You wouldn't find stats like that had I allowed total arrange-to-taste or point buy (or even Heroic chargen).
Already Conan 321 has paid for itself in that its delivered "gold" to the game--the character is already becoming a character and not a collection of numbers that we will get to know later in the game.
Oh please. Abiltiy to produce an interesting character has nothing to do with random rolls. FYI, we produce the interesting character first, before a single number is known. The mechanics fit the concept, not the other way round.
They took Bond from being a two-dimensional super man (heroic chargen) and made him flawed...somewhat flawed. He can be hurt, but he's still a bad-ass.
Conan 321 creates the second type of character.
But that's just the point... It DOESN'T, not reliably. With a point buy system you can do this... just set the number of points you give the PCs appropriately. With random generation, mr 18,18,17,15,14,12 is just around the corner.
Well, I do think my method is the best, otherwise, I wouldn't be using it!
But...I'm not pushing or asking anyone to use the stuff I write. You're "wrong" there. In fact, I think I've been the victim of the same thing you accuse me of doing. I posted, saying I was going to do things this way, and one or two vocal responders attempted, over and over, to convince me that my method was no good....that I should use Heroic Character generation and otherwise use rules straight out of the book.
What you might read as my "push" are my responses to those one or two responders.
Because calling everyone who uses design systems munchkins is, of course, not pushing at all.
I'm sorry, you posted your system for comment. I commented, politely. I have serious reservations about random generation systems, which do NOT stem from not wanting an uber elite character thank you very much. Random generation systems are not realistic for a normal conan game, they produce characters that are wildly different in power causing under involvement and boredom for some PCs and encounter balance headaches for the GM, they ram players into characters they may not have wanted. They do produce characters with a different array of stats than point buy systems prodcue, but in my opinion the downs outweigh the ups.
If you would like to discuss any of the above, I'll be happy to. If you wish to wax lyrical about how you are a superior roleplayer and person than those munchkin point buy types because of your dedication to random generation, don't bother.