KoD - how much points for pc ability?

Post/Author/DateTimePost
#1

zombiegleemax

Jul 04, 2004 10:23:12
Using the point buy system, how much points do you think is appropriated to assign to the players for the KoD campaign?

thanks
#2

cam_banks

Jul 04, 2004 10:33:49
Originally posted by fiz.ban
Using the point buy system, how much points do you think is appropriated to assign to the players for the KoD campaign?

I gave my players the standard 28 point buy, and I believe that's more or less standard for the adventure. If you want them to have an easier time of it, give them 32 points. I wouldn't give them any more or less than those amounts, though, as it begins to mess with the challenge of any encounters they meet.

For the record, I always use a point-buy in character generation for D&D. I prefer my players to have as much control over their characters as they can to begin with, and I like them all to begin on an even footing. I believe chance is best left to the actual game. Too many ridiculous results in the past with random generation.

Cheers,
Cam
#3

zombiegleemax

Jul 04, 2004 10:52:35
Hmmm......to be Takhisis' advocate here I am going to state my point of view with Cam.

I tend to disagree, the oppurtunity to roleplay a character who you have not been able to tailor make is an excellent one, as a matter of fact I prefer to play this way myself. Im not much for making the most optimal character possible, which IMHO is what is done when you can distribute points through the ability scores as you wish, I like that I am given by the dice a character who may be a difficult role to play. Im all for the 4d6, drop the lowest and put the scores wherever you like method. For me what that does is give me the possibility of playing a character who is not very bright, which by the way I still cant do right, I always end up giving them a modicum of intelligence that they shouldnt have, or I might end up playing a character who is weak, something that is pulled off easily as we have all seen Raistlin. Generally my favorites are characters who are on the high end of charisma, wisdom, and dexterity. For me those characters are my leader types who can hold their own in battle. Anyhow.....that rambling was just my opinion gone haywire on ya....sorry about that.....hmmm....on topic..... on topic Point buy in KoD....Well......to further this question...do you leave anything to chance for your DL characters? My first dm actually had us roll for our alignments.....now that was interesting...
#4

theredrobedwizard

Jul 04, 2004 15:25:46
I went with a 30 point buy. Not too powerful, not too weak.



-TRRW
#5

zombiegleemax

Jul 04, 2004 16:14:03
With my players I prefer to use the point buy system to give the same chance to anyone... using this method, each player chooses which ability point to (and chooses her alignment too)...

random ability and random alignment makes the pc generation much more "interesting" and brings the "suspance" in the game .) however, the random generation may also makes unhappy players or character, that session by session, may become boring to play...
some type of players find cool to play the random character.. it's a interesting challange...
instead, some others players likes to play the character they have in mind... ;)

As a master, i prefer the point buy system 'cos don't generate too weak or too powerfull pc... all the player have the same opportunity... :9 i like that

Thank to all for your opinion/answer

bye
#6

cam_banks

Jul 04, 2004 20:48:59
For me it isn't so much a question of being optimal or not. You can still make incredibly lousy characters with the same point buy as somebody else, just with poorly distributed ability scores and so on. Really, it's about being able to play the character you want. My group only has a limited amount of time each month for gaming, and those sessions go much better when everyone's happy with their characters to start with.

As I said, the random die rolls are what the actual campaign is for. Until the game begins, however, that random element is unhelpful.

Cheers,
Cam
#7

zombiegleemax

Jul 07, 2004 8:50:09
Originally posted by Cam Banks
For me it isn't so much a question of being optimal or not. You can still make incredibly lousy characters with the same point buy as somebody else, just with poorly distributed ability scores and so on. Really, it's about being able to play the character you want. My group only has a limited amount of time each month for gaming, and those sessions go much better when everyone's happy with their characters to start with.

As I said, the random die rolls are what the actual campaign is for. Until the game begins, however, that random element is unhelpful.

Cheers,
Cam

I gave the players a choice of using 28 point buy, 4d6 dropping the lowest score on each of the six rolls, or simply rolling 3d6 12 times and keep the six best scores.

Most of my players chose the 28 point buy or the 4d6 method.

~~~
#8

eaglos

Jul 07, 2004 9:38:04
Well, with my team we have developed a hybrid system for alocating ability scores. It is a bit similar to the system utilized in white wolf games. Each player determines his primary, secondary and tertiary abilities and then he/she alocates the agreed amount of points to each of them.
----

So far it has served us efficiently. We have excluded the dice system a long time ago because there were times when we kept rolling 5s and 6s all night long . The point buy system fared better and lasted a bit longer but in the end we had tweaked it so much that it was nearly identical to the white wolf's system Thus, we agreed on the hybrid..
#9

zombiegleemax

Jul 08, 2004 9:08:54
In my group I had them roll 4d6 seven times, taking the highest 6 results. Then they pooled their results together and negotiated who should get what. Makes for an extremely well-balanced group. You don't have 1 person with super stats, and 1 person with crappy ones...
#10

brimstone

Jul 08, 2004 9:56:17
We used the 4d6 method. Really, I think it ended up pretty decent. One guy rolled an 18 (actually he rolled a 22, but I he had to drop the 5)...and the minotaur has a Strength of 20. Those are the Rogue and Barbarian...it's kinda nice though that they got the two or three super stats, but they also got the crap stats, where as the Wizard and Cleric (no one wanted to try my personalized sorcerer/mysic class ) have decent Int and Wis scores, but not super, but they don't have any negatives either. Both have a +3 and +2, the rest are +1 and on +0.

So really...the 4d6 method (I think) ended up giving them a pretty well rounded part. No one really has a high Charisma though...I think the highest is the Cleric with 10. Hope she doesn't plan on Turning to many Undead. heh heh
#11

zombiegleemax

Jul 08, 2004 10:32:22
What did u modify in the sorcerer/mystic classes? I modified mine as well....

Basically they get to progress at the same speed as a wizard for spell levels. I dropped the 3rd level for both sorcerer and mystic spell advancement. This does NOT touch their BAB and Saves however. Just means they get their 2nd level spells at 3rd level (same as wizard). Same thing for mystics.

I also gave sorcerers 3 skill points per level instead of 2.
#12

brimstone

Jul 08, 2004 10:47:05
Basically...I got rid of the "spells known" per level and made it a progression of realms and spheres (as per Trampas' Paths of Magic article on the Nexus) which would max out at 3 + Int modifier. It was a work in progress. I hadn't decided if I was going to keep the spells known or not...I was thinking not and creating a class ability that would allow the sorcerer to change the energy/damage type of spells to match their realms and it could also reverse the effect of a metamagic feat. So, basically, if one only has Electromancy and not Cryomancy...on a successful spell craft check (with maybe 10 + Spell level or something), one could cast Wall of Electricity instead of Wall of Ice. Problem is...this doesn't help the mystic much. Like I said, it was a work in progress. heh heh

But...I don't have to worry about it now. :-)