Short Backstory: A city watchmen and a hero of war, Vladislak had received a medal for his valor. Afterwards, he journeyed the countryside and befriended an elf ranger who taught him his arcane archery abilities. Now, he travels to the darker shadows of the world in an effort to find why the shadows in such areas remain so dark.
What makes you interested to investigate this ghost town: A born protector, city watchman and war hero, Vlad is determined to find what happened in this ghost town.
Short Backstory: From birth, Gabin was to be a champion of Torm, God of courage and sacrifice. However, through events largely out of his control, he was tainted by fell magics from the plane of shadows and was subsequently rejected by his god. But then Anleysa, one of Torm's more opportunistic angels, saw an opportunity and proposed a deal to the young, suddenly directionless Gabin. She would give him back his connection to the celestial powers, and provide him with a purpose. All he had to do was serve her secretly, as he would have served Torm: "My expectations for you aren't all that different from Torm's, all things considered: I want to protect the innocent and slay evil, just with a little more appreciation for... nuance"
Reasons for investigating the ghost town: When Gabin first heard the rumours about this ghost town and about some of the folks taking an interest in checking it out, he knew it had to be his next destination. He was on his way even before Anleysa came to him in dream to compel him to go there.
Hey, sorry I didn’t communicate this before, but I feel that when you roll the ability scores, you don’t move the numbers around to put them where you want them. I know some play this way and some allow moving the numbers where they best fit. Please do not move them, it makes for more overpowered characters and I like the randomness of where things lie.
Example: Ability scores: 101116121418
St=10, Dex=11, Con=16, Int=12, Wis=14, Ch=18
Feel free to adjust your character and change them if what you have rolled does not work with what you have submitted. I should have clarified this earlier.
Hey, sorry I didn’t communicate this before, but I feel that when you roll the ability scores, you don’t move the numbers around to put them where you want them. I know some play this way and some allow moving the numbers where they best fit. Please do not move them, it makes for more overpowered characters and I like the randomness of where things lie.
Example: Ability scores: 101116121418
St=10, Dex=11, Con=16, Int=12, Wis=14, Ch=18
Feel free to adjust your character and change them if what you have rolled does not work with what you have submitted. I should have clarified this earlier.
Short Backstory: A former Standard bearer in the imperial army, Creed was moved out of the battlefield to the courts when his music caught the ear of a member of the imperial family. Whilst his life in the palace was luxurious, Creed felt caged and so, made a wager with his captor. A chase. Let him free into the world, and try to catch him. The prize being his eternal service to them, and his love. So they let him run, and the game began.
What makes you interested to investigate this ghost town: Creed is a lover of stories and mysteries, having heard of the predicament afflicting the town, he sought to learn more and see if he could lend any aid.
Hey, sorry I didn’t communicate this before, but I feel that when you roll the ability scores, you don’t move the numbers around to put them where you want them. I know some play this way and some allow moving the numbers where they best fit. Please do not move them, it makes for more overpowered characters and I like the randomness of where things lie.
Example: Ability scores: 101116121418
St=10, Dex=11, Con=16, Int=12, Wis=14, Ch=18
Feel free to adjust your character and change them if what you have rolled does not work with what you have submitted. I should have clarified this earlier.
Unfortunately I will have to withdrawal. I am not a fan of doing things that way. It tends leads to some characters being really good as the stats fit with what they want to play and others being way to underpowered if they made their character before picking their stats and all that. Or at least that has been my experience.
You should probably add this to first post as well. So people know about it when they look at the thread.
Unfortunately I will have to withdrawal. I am not a fan of doing things that way. It tends leads to some characters being really good as the stats fit with what they want to play and others being way to underpowered if they made their character before picking their stats and all that. Or at least that has been my experience.
You should probably add this to first post as well. So people know about it when they look at the thread.
Anyway good luck all and hope you have fun.
Thank you for letting me know. Honestly, I had always thought it was played the way I am asking. Had no idea people moved their rolls around until now as trying my hand at DMing for the first time. I can see what you're saying, I always chose my character after the rolls due to this. Which is also why I'm letting you all know you can change now if you'd like. But I appreciate your insight and we'll see how this goes. And thanks for the tip to add to my original post.
Only issue is Con is so important, but with 3 rolls it’s not too too bad. Like if it means You wouldn’t pick my character because it’s too strong right now I would take a 2 pt hit to con to be considered…
all you can do is be the DM, set the rules of the sandbox to let people play, and see what happens, then improve from mistakes and build on successes.
Hey, sorry I didn’t communicate this before, but I feel that when you roll the ability scores, you don’t move the numbers around to put them where you want them. I know some play this way and some allow moving the numbers where they best fit. Please do not move them, it makes for more overpowered characters and I like the randomness of where things lie.
Example: Ability scores: 101116121418
St=10, Dex=11, Con=16, Int=12, Wis=14, Ch=18
Feel free to adjust your character and change them if what you have rolled does not work with what you have submitted. I should have clarified this earlier.
I'm withdrawing too. While I can see what you're saying, I'm not a fan of rolling this way. Players might want to try something new or have a few ideas in mind and if there rolls don't fall right then they can't play something they're really interested in. Good luck with your campaign though.
3 sets does make it more doable, but agree that it can limit options (roll and use in order is more an exception than the rule most of the time, from what I've seen), so definitely something to call out during recruitment in future games.
That being said, the most appealing set of rolls for me was the first one, which locked me into an 18 WIS, and I've already a couple druids I'm playing, so went Nature Cleric.
Rollback Post to RevisionRollBack
DM:Forged in Chaos, Spiders of the Abyss, The Sundered Way, Champions of the Citadel
Only issue is Con is so important, but with 3 rolls it’s not too too bad. Like if it means You wouldn’t pick my character because it’s too strong right now I would take a 2 pt hit to con to be considered…
all you can do is be the DM, set the rules of the sandbox to let people play, and see what happens, then improve from mistakes and build on successes.
No worries, I am not picking characters on their ability scores.
Hey, sorry I didn’t communicate this before, but I feel that when you roll the ability scores, you don’t move the numbers around to put them where you want them. I know some play this way and some allow moving the numbers where they best fit. Please do not move them, it makes for more overpowered characters and I like the randomness of where things lie.
Example: Ability scores: 101116121418
St=10, Dex=11, Con=16, Int=12, Wis=14, Ch=18
Feel free to adjust your character and change them if what you have rolled does not work with what you have submitted. I should have clarified this earlier.
I'm withdrawing too. While I can see what you're saying, I'm not a fan of rolling this way. Players might want to try something new or have a few ideas in mind and if there rolls don't fall right then they can't play something they're really interested in. Good luck with your campaign though.
I can see your point. I'll probably just do point buy/standard array next time to avoid this. Thank you for letting me know.
This post has potentially manipulated dice roll results.
Rolls:
Ability scores: 101518131314
Ability scores: 131211141417
Ability scores: 141617151513
Name: Lanky
Race and Subrace: Bugbear
Class and Subclass: fighter and unsure yet
Short Backstory: Lanky has been haunted by spirits ever since he was young. He had spent many nights staying awake at night, paranoid about the spirits. He feared the spirits and He blames the spirits for his failing health. He was tired of being haunted and one day decided to train to fight off spirits, practicing fighting blindfolded and against unseen creatures. Once he felt he had an advantage against the spirits he set out.
What makes you interested to investigate this ghost town: He hopes if he kills enogh spirits, the ones haunting him will be scared of him and go away.
Hey, sorry I didn’t communicate this before, but I feel that when you roll the ability scores, you don’t move the numbers around to put them where you want them. I know some play this way and some allow moving the numbers where they best fit. Please do not move them, it makes for more overpowered characters and I like the randomness of where things lie.
Example: Ability scores: 101116121418
St=10, Dex=11, Con=16, Int=12, Wis=14, Ch=18
Feel free to adjust your character and change them if what you have rolled does not work with what you have submitted. I should have clarified this earlier.
I'm still undecided wether I like this or not. I can see that it can be nice to get creative (if you start with the rolls) but I usually start with the story and prefer to set the abilities accordingly.
Moreover, I fear there will be a bit of a balancing issue when comparing point buy with 4d6 drop lowest and reroll ones. For instance, each ability average for standard array is a 12 and for 4d6.dl1ro1 it is 13.25. That's on average more than 1 point higher for each attribute.
Sorry, I'm beginning to enter a vacation period and while I will try to check-in at least daily, I cannot promise that I will always be able to do so. From September 1, I should be back to normal.
I think it leads to interesting characters that you would never make otherwise, and I like the narrative exercise of justifying and roleplaying unusual stat combinations.
You can still be creative without having to be pigeon-holed. Setting the rolls in a set fashion pigeon-holes some of the creativity. As @Cyreon says, many, including me, start with an idea first and then work the ability scores into that. I've rolled a 6 in my ability rolls before and worked it into my character's story in that they'd lost a limb and therefore had to work around that through a prosthetic limb and ingenuity.
But if you like it, then go for it. Have at it. I just don't like that way of character creation or DM-ing, and therefore have withdrawn.
Causation is relative, especially in a RP setting. I would say only issue is constitution score, as since you can’t set them they are completely random. All other stats can be played to an archetype class build except constitution just makes the same build weaker or stronger. Low str means go dex, low dex means go str, low both means go caster, as with 3 rolls at least 1 stat will be good… so basically viability comes down to which roll set has a good con plus 1 or 2 other defend stats, then create a character from there ;)
…a rant about not needing rants… I apologize to all , as well myself ;)
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
Name: Vladislak UlmokinaRace and Subrace: Protector AasimarClass and Subclass: Arcane Archer FighterShort Backstory: A city watchmen and a hero of war, Vladislak had received a medal for his valor. Afterwards, he journeyed the countryside and befriended an elf ranger who taught him his arcane archery abilities. Now, he travels to the darker shadows of the world in an effort to find why the shadows in such areas remain so dark.What makes you interested to investigate this ghost town: A born protector, city watchman and war hero, Vlad is determined to find what happened in this ghost town.Character Link: https://ddb.ac/characters/64678208/pU4uWJThat's a good hook. Let's see what I roll up!
Ability scores: 13 15 14 13 9 18
Ability scores: 16 11 11 12 13 12
Ability scores: 12 13 13 15 9 12
Name: Gabin Selstrop
Race: Protector Aasimar
Class: Celestial Warlock
Short Backstory: From birth, Gabin was to be a champion of Torm, God of courage and sacrifice. However, through events largely out of his control, he was tainted by fell magics from the plane of shadows and was subsequently rejected by his god. But then Anleysa, one of Torm's more opportunistic angels, saw an opportunity and proposed a deal to the young, suddenly directionless Gabin. She would give him back his connection to the celestial powers, and provide him with a purpose. All he had to do was serve her secretly, as he would have served Torm: "My expectations for you aren't all that different from Torm's, all things considered: I want to protect the innocent and slay evil, just with a little more appreciation for... nuance"
Reasons for investigating the ghost town: When Gabin first heard the rumours about this ghost town and about some of the folks taking an interest in checking it out, he knew it had to be his next destination. He was on his way even before Anleysa came to him in dream to compel him to go there.
Link to character sheet with a more detailed account of his back story: https://ddb.ac/characters/64682245/sNl3w5
Ability scores: 10 15 16 15 15 12
Ability scores: 12 10 16 14 14 12
Ability scores: 13 13 12 15 16 15
Let's see what we get!
Hey, sorry I didn’t communicate this before, but I feel that when you roll the ability scores, you don’t move the numbers around to put them where you want them. I know some play this way and some allow moving the numbers where they best fit. Please do not move them, it makes for more overpowered characters and I like the randomness of where things lie.
Example: Ability scores: 10 11 16 12 14 18
St=10, Dex=11, Con=16, Int=12, Wis=14, Ch=18
Feel free to adjust your character and change them if what you have rolled does not work with what you have submitted. I should have clarified this earlier.
Love it ;) I’ll remake mine asap
Ohhh, neat. I’m down, I’ll fix it.
Paladin - warforged - orange
Ability scores: 13 15 11 14 16 10
Ability scores: 15 10 9 12 17 11
Ability scores: 16 13 6 16 18 11
(Going with 2nd set)
Name: Creed
Race and Subrace: Tiefling (standard)
Class and Subclass: Bard (College of Swords)
Short Backstory: A former Standard bearer in the imperial army, Creed was moved out of the battlefield to the courts when his music caught the ear of a member of the imperial family. Whilst his life in the palace was luxurious, Creed felt caged and so, made a wager with his captor. A chase. Let him free into the world, and try to catch him. The prize being his eternal service to them, and his love. So they let him run, and the game began.
What makes you interested to investigate this ghost town: Creed is a lover of stories and mysteries, having heard of the predicament afflicting the town, he sought to learn more and see if he could lend any aid.
Character Link: https://ddb.ac/characters/2676930/kdiIuX
Unfortunately I will have to withdrawal. I am not a fan of doing things that way. It tends leads to some characters being really good as the stats fit with what they want to play and others being way to underpowered if they made their character before picking their stats and all that. Or at least that has been my experience.
You should probably add this to first post as well. So people know about it when they look at the thread.
Anyway good luck all and hope you have fun.
Thank you for letting me know. Honestly, I had always thought it was played the way I am asking. Had no idea people moved their rolls around until now as trying my hand at DMing for the first time. I can see what you're saying, I always chose my character after the rolls due to this. Which is also why I'm letting you all know you can change now if you'd like. But I appreciate your insight and we'll see how this goes. And thanks for the tip to add to my original post.
Only issue is Con is so important, but with 3 rolls it’s not too too bad. Like if it means You wouldn’t pick my character because it’s too strong right now I would take a 2 pt hit to con to be considered…
all you can do is be the DM, set the rules of the sandbox to let people play, and see what happens, then improve from mistakes and build on successes.
I'm withdrawing too. While I can see what you're saying, I'm not a fan of rolling this way. Players might want to try something new or have a few ideas in mind and if there rolls don't fall right then they can't play something they're really interested in. Good luck with your campaign though.
3 sets does make it more doable, but agree that it can limit options (roll and use in order is more an exception than the rule most of the time, from what I've seen), so definitely something to call out during recruitment in future games.
That being said, the most appealing set of rolls for me was the first one, which locked me into an 18 WIS, and I've already a couple druids I'm playing, so went Nature Cleric.
DM: Forged in Chaos, Spiders of the Abyss, The Sundered Way, Champions of the Citadel
Active Characters:
Breldo, Halfling Ranger | Kathryn, Wood Elf Rogue/Ranger | Kroshav, Dragonborn Paladin | T'laren Farsiel, Wood Elf Fighter | Trill, Kenku Bard | Val "Janellae", Mark of Shadow Elf Warlock
No worries, I am not picking characters on their ability scores.
I can see your point. I'll probably just do point buy/standard array next time to avoid this. Thank you for letting me know.
Rolls:
Ability scores: 10 15 18 13 13 14
Ability scores: 13 12 11 14 14 17
Ability scores: 14 16 17 15 15 13
Name: Lanky
Race and Subrace: Bugbear
Class and Subclass: fighter and unsure yet
Short Backstory: Lanky has been haunted by spirits ever since he was young. He had spent many nights staying awake at night, paranoid about the spirits. He feared the spirits and He blames the spirits for his failing health. He was tired of being haunted and one day decided to train to fight off spirits, practicing fighting blindfolded and against unseen creatures. Once he felt he had an advantage against the spirits he set out.
What makes you interested to investigate this ghost town: He hopes if he kills enogh spirits, the ones haunting him will be scared of him and go away.
Character Link: https://www.dndbeyond.com/profile/DeadOnes/characters/64698381
I'm still undecided wether I like this or not. I can see that it can be nice to get creative (if you start with the rolls) but I usually start with the story and prefer to set the abilities accordingly.
Moreover, I fear there will be a bit of a balancing issue when comparing point buy with 4d6 drop lowest and reroll ones. For instance, each ability average for standard array is a 12 and for 4d6.dl1ro1 it is 13.25. That's on average more than 1 point higher for each attribute.
Sorry, I'm beginning to enter a vacation period and while I will try to check-in at least daily, I cannot promise that I will always be able to do so. From September 1, I should be back to normal.
|| Oriace - Halfling Bard - Dragon Heist || Valerian - Elf Rogue - Wildnis || Rowan - Halfling Giant - Runewarren || Khazela - Spiritfarer Dervish - Tribute || Arista - Frost Sorcerer - Old Keep || Marasatra - Blood Mage - Avernus ||
I think it leads to interesting characters that you would never make otherwise, and I like the narrative exercise of justifying and roleplaying unusual stat combinations.
You can still be creative without having to be pigeon-holed. Setting the rolls in a set fashion pigeon-holes some of the creativity. As @Cyreon says, many, including me, start with an idea first and then work the ability scores into that. I've rolled a 6 in my ability rolls before and worked it into my character's story in that they'd lost a limb and therefore had to work around that through a prosthetic limb and ingenuity.
But if you like it, then go for it. Have at it. I just don't like that way of character creation or DM-ing, and therefore have withdrawn.
Causation is relative, especially in a RP setting. I would say only issue is constitution score, as since you can’t set them they are completely random. All other stats can be played to an archetype class build except constitution just makes the same build weaker or stronger. Low str means go dex, low dex means go str, low both means go caster, as with 3 rolls at least 1 stat will be good… so basically viability comes down to which roll set has a good con plus 1 or 2 other defend stats, then create a character from there ;)
…a rant about not needing rants… I apologize to all , as well myself ;)