Posts Tagged With: stats

22 Sessions

It’s been more than a year since I started a “real” campaign, the first such attempt at such since a short-lived attempt to run through Castle Ravenloft back in… 2009? 2010?  Anyway, I’ve played plenty since then, and before as well, but mostly in the “Sliders” setup, and as often a player as DM.  But now I’ve passed the one-year mark (sort of), so I thought I’d do a recap of where we’ve gotten so far.

  • Sessions played: 22
  • Hours per session: 4
  • Estimated total play time: 88 hours
  • Characters created: 6
  • Characters/players lost: 2
  • Characters killed: 0
  • Distance traveled: 1,332 miles (approximately)
  • Time elapsed (in game): 63 days
  • Levels gained: 7
  • Max character level: 3
  • Monsters killed: 17
  • Monsters fled from: 2
  • Non-monster enemies killed/incapacitated: 11

We try to get together every other week, but as we are all working adults, sometimes that gets interrupted by work, kids, hospitalizations, what have you.  So though we’ve been going for about a year and two months, we’ve not quite gotten to a year’s worth of sessions.  Along with the having kids to deal with, our sessions usually net about 4 hours of actual play time.  Between commutes, dinner, and the bedtime routine, anywhere from 1-2 hours are “wasted” on non-game stuff every night.  And now that one of our company has moved out of state, there are technical connection issues to deal with as well.  I was a bit surprised to count it all up and only get two “work weeks” of game time.

Also over the course of the year we’ve fluctuated in the number of players available.  One of our number had to drop out due to work conflicts, another stopped playing because of poor communication of the game’s goals on my part.  So far no one has died (though a few have come close, almost every fight it seems someone nearly dies), but I hope think that will change eventually.  Gotta make these people feel it, you know?

The party started in Canterbury, Kent, England, but quickly moved to Dover, Calais, then Amsterdam after a storm hit the ship, Hamburg, then overland up through Denmark, across the water from Fredrikshavn to Gothenburg, up through Uddevalla, Fredrikstad, and finally Oslo.  After about a week in Oslo they set off to Hogevarde Mountain, back to Oslo, and have now trekked up to a small settlement called Hovringen.  It’s been quite a journey, and taken more than three months.

The level gain is rather slow, because these folks aren’t getting into fights four nights out of seven.  There’s been conflict, sure, and plenty of fights, but my XP is assigned on combat damage dealt and received, and on loot gained from fighting.  So far they haven’t made the effort to get up to their waists in blood.  Also, two of the current characters are multiclassed, which means they need a lot more XP to gain a level than a single classed character.

It’s interesting, having played less than a year’s worth of sessions we have come so far and yet it seems like not terribly far after all. Looking at the time played, we might get just as much game time in by meeting for one Saturday a month, all day.  Something I’ll bring up to the group next game.

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The Anti Point-Buy Post

With my previous post about character generation mentioning ability scores a couple of times, I thought I might clarify my thoughts about the generation of said scores.  There are two schools of thought regarding the generation of ability scores, and I fall firmly in the camp of the Rollers.  There are two reasons for this.  First, I don’t believe there is anything broken about the rolling mechanic, and as the old adage goes, if it ain’t broke don’t fix it.  Second, I disagree with the philosophy that spawned the point buy mechanic.

One thing I really love about the world we live in is that there is so much variety.  One of the things I love about D&D is the variety in challenges that can be presented, and the variety of ways those challenges may be overcome.  I like variety.  Variety is the spice of life.  Are you getting where I’m going with this?  Rolled ability scores induce a variety in characters.  Good, bad, superhuman, troglodytic, it’s all there with rolled abilities.  Granted, a character with generally terrible scores would be abysmal to play (and there should be a limit to how bad a PC should be allowed to be, for obvious reasons) but with 4d6 and dropping the lowest, the average says there will be a tendency towards 1 or 2 above “average” scores of 10 and 11.  10, 16, 10, 15, 16, 14.  Just rolled those.  Perfectly good stats.  Heck, taken as rolled (Str, Dex, Con, Int, Wis, Cha) they’d make a fine cleric.  13, 13, 11, 9, 13, 8.  Just rolled those, too.  Total modifier bonus of +1, as rolled they’d make a passable Barbarian.  Not great, but hey, variety.  He might not be able to go toe-to-toe with Conan, but get a few levels on him and he’ll do just fine.

That’s the thing, there.  He doesn’t have to go toe-to-toe with Conan or Bloody Gar, or even Osric the Cleric.  They are on the same team.  And here is my second reason for being in favor of rolling over point buy:  PCs are not video game characters.  They don’t need to be able to beat each other down to 1 HP at the same rate, they don’t all need to fill the exact same quest requirements.  PCs are part of a TEAM.  D&D is a cooperative endeavor. Different members filling in the gaps that other members leave open.  Fitting together as a unit and accomplishing goals together.

The driving philosophy behind the point buy system is one that takes “balance” to the extreme.  It says that all characters must be the same power level in the same categories, always.  My rogue should be able to handle that vampire just as well as your cleric, and his barbarian has to be as able to deal with the magical dungeon of the Arch-Mage as well as her wizard.  It’s not realistic, and contributes to a PvP mentality at the table.  Fairness is a fallacy.  The world isn’t filled with level-appropriate challenges carefully lined up for those seeking a smooth path from 1st to 20th level.  The world is filled with terrifying dangers that could literally kill hundreds of people before they are destroyed.

Isn’t it a trope to have a dungeon filled with the detritus and leavings of defeated adventurers from the past who foolishly bit off more than they could chew?  Why not so with your party?  Again, we hit on drama and tension.  If every dungeon the party comes across is carefully stocked with level-appropriate monsters and traps, where is the drama?  Where is the nail-biting?  If the whole pack of adventurers can waltz through any dungeon while losing only their carefully calculated quarter HP, where is the risk?  Where is euphoria that comes from overcoming insane odds to finally defeat that Big Baddie?  The thrill that comes from rolling a 20 at the critical time?  Or making the save that allows you to drag all of your unconscious buddies out of that dark hole and back to the surface?  Stories aren’t told of the easily handled “challenges” that parties face.  They remember the ultimate challenges, the ones where they were knocked down to -9 HP but were given 12 HP from the two potions carried by the cleric who was out of spells, allowing them to charge the beast one last time in a desperate bid to escape certain death, rolling a critical, and downing the monster, finally winning the horde of gold it was sitting on.

Back to point buy then.  The two main arguments I’ve heard for point buy systems is that they 1) allow DMs to control the power of their games by assigning the number of points available for buying stats, and 2) it creates an even playing field for players by removing over- and under-powered characters.

Point buy allows DMs to control the power level of their games.  Hrm.  I have some issues with this argument.  First, I will refer back up to my “if it ain’t broke…” statement above.  DMs already have all the tools they need to control the power level of their games.  Literally EVERY tool they have is to control the power level of the game.  We control how much XP we give, how much treasure we give, what enemies they fight, how those enemies fight, what is available in the shops, resource distribution, everything.  Why do we need to control the ability scores of the characters as well?  Is it to take out of the hands of the players any application of creative control over their characters?  It isn’t as though they have control over the dice as they roll.  Merely the assignment of the generated numbers.  Or is it that we want to give the illusion of control over to the players?  “You can have the perfect stats, as long as you don’t spend too much.”  The points instead create homogeneity in character ability scores, removing variation and individuality.

Thus bringing up point 2: Point buy levels the playing field by removing over- and under-powered characters.  What makes a character overpowered?  A pair of 18s?  Three 18s?  A 17 and a 16?  How often will a pair of 18s show up on rolled stats?  A single 18 occurs only once in hundreds.  Two?  In the thousands, at least (though I’m not much of a statistician, please feel free to correct my numbers in the comments).  Why take away these magical results from the lucky player who manages to roll them?  These characters are special, allow them to be special.  What makes a character underpowered?  No stats above a 12?  above 10?  I have my lower limits on what abilities may be (these are PCs, after all, not someone’s mooks).  A minimum of a positive total ability bonus score, and no stats below a 6.  These characters, too, may become beloved, simply through their triumph over so much with so little in the way of natural ability (though certainly much more than the average peasant).  How sweet is a touchdown for a running back who gets the ball every 3rd play?  How much sweeter is that same touchdown for the kicker who jumps over the line in a fake field goal play?  Victory can happen to anyone, but those who taste it less savor it more.  It is no weak thing to have an “underpowered” character at the table, least of all for the player.

One last thing I’ll touch on, but briefly, because I already talked about it above.  There is no need for an even playing field between the players.  This kind of thinking is directly from video game land where PvP runs rampant, battle games pair off opponents.  But this is D&D we’re playing here, not Mortal Kombat.  The characters do not by any means need the same stats.  It’s a team game.  It’s on the DM to provide suitably challenging encounters for the group, not the players to make sure they are all on the same level.

So there. Did I miss anything?  Are there other hidden benefits of point buy that I am missing?  Drawbacks of rolling for stats? Point something compelling out that I haven’t considered and I might change my mind.

Categories: Discussion, Rules | Tags: , , , , , , | 1 Comment

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