Point system for attributes?
Posted: Mon Feb 11, 2008 10:48 am
I would like to develop a C&C game and one thing not to my taste is randomness in character creation. So...
1. What is the benifit of having randomized character creation?
As a player, I remember thinking "this character is something special" when I got really good rolls. But in hindsight, I've enjoyed playing "point-buy" characters just as much...
One thing I absolutely want to avoid is a player who can't wait to get his/her character killed for a chance at some "decent rolls." I likewise have no interest/desire to watch my players roll multiple sets of characters at once. If I want some skewed distrubtion I can just *tell them* what the values are.
2. Why are we even using attribute scores when their modifier is usually all that matters?
To answer my own question, the 3d6 system produces a nice bell-shaped (as in, vaguely Gaussian) curve with rare occurances of 3,4, 17, 18. So to a first approximation, the only reason we are using attribute *scores* at all (as opposed to thier modifiers) is that we have a simple mechanism to generate the desired distribution: 1 score in 216 has a +3 / -3 modifier, 1 score in 24 has a +2 / -2 modifier, etc...
So, if we'd like an alternative point buy system we can also get rid of the attributes and just use the modifiers (which usually run from + 3 to -3). Another option at this point is to apply normal attribute modifications (i.e., how annoying is it to cast the strength spell on a ranger with a Strength Attribute of 9) directly to the modiers (but that is a separate issue).
3. So how to do a pointbuy?
-One straightforward way is to allocate a certain number of points for attributes, and then re-calculate the modifiers from that (i.e., you have 63 points to allocate amongst your 6 attributes).
-Another nice system comes from Earthdawn (which I happened to have memorized...).
Allocate 66 (or however many points) as:
Points_Attribute
-2 3
-1 4
0 5
1 6
2 7
3 8
4 9
5 10
6 11
8 12
10 13
13 14
16 15
19 16
21 17
23 18
This method has some nice consequences from my perspective. Every player can have an 18 or several attributes in the 13-14 range. It is pretty hard to have multiple scores in the 16-17 range. Especially in C&C, where there are no dump stats. I like that going from a 16-->18 is actually cheaper than going from a 13-->16, but some people might prefer to change it.
-Perhaps the simplest method is to do away with the attribute numbers altogether and just assign the modifiers. I like the idea of giving every character 3 points of modifiers (total), and then allowing up to 3 points of negative modifiers. This way anyone can have an "18", and you can even have 2 if you really want it. For example...
Str -1
Dex +3
Con 0
Wis -1
Int -1
Cha +3
Would be on the "extreme end" of what is allowed with this system. Note that these values in terms of thier (minimum) attributes scores would be: 6/18/9/6/6/18 whose sum is 63 (this value from the first system is just 10.5 * 6).
Again, this does allow for "top-heavy" characters, but limits min/maxing. For example, suppose you went even more extreme with:
Str +0 (9)
Dex +3 (18)
Con +0 (9)
Wis +0 (9)
Int -3 (3)
Cha +3 (18)
One reprecussion of the C&C system is enemy tactics: e.g., after fighting *a lot* of heroes, Pumpernickel the Ogre Magi has learned that you don't cast Arcane spells at Wizards and Rogues, or try to Charm Bards and Paladins.
(The putative minmaxer is going to get hit where it hurts every time because they know, oh yes, they know which ability score you'd like to drop with that fancy horse and that long lance...).
Anyhow, I was hoping to get some feedback on pointbuy systems for C&C. Have you used one? How does it work? What do you think of the three listed above?
1. What is the benifit of having randomized character creation?
As a player, I remember thinking "this character is something special" when I got really good rolls. But in hindsight, I've enjoyed playing "point-buy" characters just as much...
One thing I absolutely want to avoid is a player who can't wait to get his/her character killed for a chance at some "decent rolls." I likewise have no interest/desire to watch my players roll multiple sets of characters at once. If I want some skewed distrubtion I can just *tell them* what the values are.
2. Why are we even using attribute scores when their modifier is usually all that matters?
To answer my own question, the 3d6 system produces a nice bell-shaped (as in, vaguely Gaussian) curve with rare occurances of 3,4, 17, 18. So to a first approximation, the only reason we are using attribute *scores* at all (as opposed to thier modifiers) is that we have a simple mechanism to generate the desired distribution: 1 score in 216 has a +3 / -3 modifier, 1 score in 24 has a +2 / -2 modifier, etc...
So, if we'd like an alternative point buy system we can also get rid of the attributes and just use the modifiers (which usually run from + 3 to -3). Another option at this point is to apply normal attribute modifications (i.e., how annoying is it to cast the strength spell on a ranger with a Strength Attribute of 9) directly to the modiers (but that is a separate issue).
3. So how to do a pointbuy?
-One straightforward way is to allocate a certain number of points for attributes, and then re-calculate the modifiers from that (i.e., you have 63 points to allocate amongst your 6 attributes).
-Another nice system comes from Earthdawn (which I happened to have memorized...).
Allocate 66 (or however many points) as:
Points_Attribute
-2 3
-1 4
0 5
1 6
2 7
3 8
4 9
5 10
6 11
8 12
10 13
13 14
16 15
19 16
21 17
23 18
This method has some nice consequences from my perspective. Every player can have an 18 or several attributes in the 13-14 range. It is pretty hard to have multiple scores in the 16-17 range. Especially in C&C, where there are no dump stats. I like that going from a 16-->18 is actually cheaper than going from a 13-->16, but some people might prefer to change it.
-Perhaps the simplest method is to do away with the attribute numbers altogether and just assign the modifiers. I like the idea of giving every character 3 points of modifiers (total), and then allowing up to 3 points of negative modifiers. This way anyone can have an "18", and you can even have 2 if you really want it. For example...
Str -1
Dex +3
Con 0
Wis -1
Int -1
Cha +3
Would be on the "extreme end" of what is allowed with this system. Note that these values in terms of thier (minimum) attributes scores would be: 6/18/9/6/6/18 whose sum is 63 (this value from the first system is just 10.5 * 6).
Again, this does allow for "top-heavy" characters, but limits min/maxing. For example, suppose you went even more extreme with:
Str +0 (9)
Dex +3 (18)
Con +0 (9)
Wis +0 (9)
Int -3 (3)
Cha +3 (18)
One reprecussion of the C&C system is enemy tactics: e.g., after fighting *a lot* of heroes, Pumpernickel the Ogre Magi has learned that you don't cast Arcane spells at Wizards and Rogues, or try to Charm Bards and Paladins.
(The putative minmaxer is going to get hit where it hurts every time because they know, oh yes, they know which ability score you'd like to drop with that fancy horse and that long lance...).
Anyhow, I was hoping to get some feedback on pointbuy systems for C&C. Have you used one? How does it work? What do you think of the three listed above?