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Dynaes
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« on: September 14, 2011, 07:24:15 AM » |
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Thanks for the welcome in the other thread. I'm usually much more of a lurker than a poster in the forums I frequent, but this system has more than enough complexity that I'm sure I'll be popping in for questions from time to time. I'm putting together a one-shot to introduce my friends to the system, and I'll be pregenerating a stack of characters for them so they aren't totally flummoxed by learning the system. Ease them in slowly, I guess. I'm curious what most of you do for stat generation. I rolled something like 14 sets of stats using Method 1 that I will pick and choose from to build the PCs and a few important NPCs. It seems to give generally powerful characters, which I like. I am curious, however, if most of you use the same or a different method. Not having played, I don't know if these sets are so powerful that balance or fun are hurt. As an amusing note, the fourth set of stats that I rolled using this method (with no 1,2,3 rerolls, amazingly) came out 8, 8, 9, 10, 10, 10, 10, 10. That is NOT being used for a PC, heh. I'm actually setting this one-shot at the end of the 50 year war that occurs before the start of Final Fantasy Tactics (for those who are familiar), and I think that stat set is being used for Cidolfus Orlandu, since he's the epitome of overpowered. I'm starting with an all martial setting in a world I know well to help me learn the rules along with the players. As we settle in, I plan to add in the Ki/Magic/Psychic rules, and I want to eventually use the provided setting, but man it's a lot to figure out up front. Any tips for a newbie to the system on getting through the initial learning curve? This is one of few systems that building my first character took an exceedingly long time. I usually pick things up quick and can spit out characters right off the bat. Thanks in advance for any tips, and I look forward to bantering with you about rules minutia. I'm kidding about that....mostly. 
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We all are who we are; no more, no less.
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alphawhelp
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« Reply #1 on: September 14, 2011, 07:32:51 AM » |
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I made my players use the 55 point spread from the GM Toolkit, basically what it means is you have 55 points, and having a characteristic at a certain value costs that many points (eg having a 6 costs 6 points) except for 10 which costs 11 points.
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Dynaes
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« Reply #2 on: September 14, 2011, 07:55:10 AM » |
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I have the tookit en route from Amazon as we speak. A good GM screen is indispensable imo, plus more reference material is always good, right? I generally do like point buys, so that sounds right up my alley.
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We all are who we are; no more, no less.
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Lia Valenth
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« Reply #3 on: September 14, 2011, 08:19:09 AM » |
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I like the first version, roll 8d10 and reroll 3 or less. But I like powerful characters  , and 6,7,8,9,9,10,10,10 is not unexpected. If you want more standardized characters the point-buy system works well.
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"One who says it can't be done should not interrupt the person doing it"
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Cathar the Great
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« Reply #4 on: September 14, 2011, 08:21:09 AM » |
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If you want some additional non-official material to show your players, check out the Character Guidebook Volume I (link in my signature).
It has a small Walkthrough for the creation of a Wizard Mentalist and is full with starting characters to use at your convenience ^^
And I also use the method from the GM screen, for PCs and NPCs.
NPCs get points depending on status. Simple peasants, workers and small town guards between 40-45, more plot-important NPCs 45-55 and major players 55+
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alphawhelp
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« Reply #5 on: September 14, 2011, 08:52:32 AM » |
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you should also know, btw, that the GM's toolkit comes with a stack of pregenerated level 1 characters complete with histories and so on. You might not want to put in the effort to create a bunch of characters since you'll have them when the toolkit arrives.
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Kalis
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« Reply #6 on: September 14, 2011, 09:14:07 AM » |
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I personally prefer method 1, though the method where you roll 7 dice and use that many point buy seems silly(can't you end up with a 7, which means no stat at all in one stat).
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Dynaes
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« Reply #7 on: September 14, 2011, 09:51:50 AM » |
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@Cathar I've read through about half of the guide and it's fantastic. The character creation walkthrough is very well done, and the characters are varied, well-planned, and good fodder for ideas. Thanks so much!
@Alpha That's good to know. I think I was just really itching to finally make a character after reading through so much. I very well might steal some of the pregens. Thanks for letting me know.
@Kalis It does seem like an odd method to me. First time I've personally seen the comination of random rolling and point buy.
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We all are who we are; no more, no less.
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Roguewiz
Newbie

Posts: 43
Eat more Gnome
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« Reply #8 on: September 14, 2011, 10:19:53 AM » |
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I prefer point buy as well. It limits the player and forces them to make smart decisions. It also keeps them honest. It also is easier to say "hey, you overspent" than to say "there is no way you rolled all 10s".
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I be Raq "Not Evil, Just Misguided" I don't lack tact, I lack tolerance for stupidity
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Dreddwulf1
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« Reply #9 on: September 14, 2011, 10:34:18 AM » |
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Point buy is also a good way to ensure that every character in your game is at the same level. A few good dice rolls (If it is witnessed, Not everyone is honest) can actually change balance toward one character or another. With point buy, this is not an issue. The Potential for each character remains equal. How it is used may change things, but at least all of the PC's start at the same base.
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"The last thing I want to do is hurt you...but it's still on my list."
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Roguewiz
Newbie

Posts: 43
Eat more Gnome
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« Reply #10 on: September 14, 2011, 10:39:20 AM » |
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Another things to consider:
With rolling, a player may have an idea what they want to play, but after rolling; they probably can't play the class they want. If you have a really bad luck, you may end up with a subpar number in an important stat; like INT for Wizards.
Point Buy, allows the player to say "hey, I want to be a super smart wizard with a lot of WP", and gives them the ability to do so.
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I be Raq "Not Evil, Just Misguided" I don't lack tact, I lack tolerance for stupidity
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Tribal
Newbie

Posts: 33
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« Reply #11 on: September 14, 2011, 02:36:46 PM » |
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I used method 1 in the book for my players. It leads to some interesting stats. If there was a total party wipe I might change it and try point buy but for now most players have better than point buy stats so I don't want to limit them.
For NPCs I have experimented a bit with every method. If they're important I might just take the best PC's stats and reassign them as needed or make up the stats I want them to have.
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Gimp
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« Reply #12 on: September 14, 2011, 05:36:59 PM » |
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I've always enjoyed the random element of rolling for stats, as people don't get much choice in what their genes carry. We run with a mix of methods 1 & 2. Players roll 2d10 for the high roll from method 2, but assign them in order from method 1. If a player is coming in with a specific character concept, they can shift a couple of numbers, but it's kept to a minimum. There is no reason not to let a player play the character they want if the character fits the group. That said, rolling for stats is open for abuse unless either the players watch every roll, or you have a group you feel you can trust. I say players, as opposed to just the GM, as I've met people that have dealt with GM's that allowed very 'elastic' rolling mechanics for certain players. Fortunately, I have a group of players that I can trust, and that trust each other. If I was playing with a new group that didn't know each other, I'd probably go with point buy to avoid any questions of character honesty.
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Dynaes
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« Reply #13 on: September 15, 2011, 07:26:27 AM » |
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If we ever do randomized stat generation via rolling or dealing cards (ala Deadlands) we always do it in the presence of each other. We trust each other, but we also aren't so sensitive that our feelings get hurt by requiring witnesses. That said, we always get together to make our characters when we start something new because it's much more fun to bounce ideas around as your characters form, and it ultimately leads to a more cohesive party since people had a chance to design links to each other when that's what they want to do.
I think I might try a creative method to test out method 1 vs method 5 in the one-shot. I will offer them the character types, backgrounds, and developed skills without actually letting the players see the numbers attached. All they will know is whether the character had rolled stats or point buy stats, and they will have to choose whether they'd rather take the risk of a rolled char or take the sure thing with the point buy. Hopefully we get a mix of both, and it will also tell me something about my players' opinion on the matter without directly asking them.
Thanks to everyone who provided feedback. It's much appreciated.
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We all are who we are; no more, no less.
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alphawhelp
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« Reply #14 on: September 15, 2011, 07:32:30 AM » |
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Good luck with your Anima game. Hope you enjoy it as much as we do.
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