🚀 go-pugleaf

RetroBBS NetNews Server

Inspired by RockSolid Light RIP Retro Guy

Article View: rec.games.design
Article #475

Re: Random vs. Point Alloc CharGen

#475
From: Nick Janow
Date: Sat, 14 Nov 1992 01:26
56 lines
3147 bytes
bell@pooh.cs.unc.edu (Andrew Bell) writes:

> Any idiot can generate a character randomly under a point allocation system
> -- although the reverse is not true -- so why are they objecting to point
> allocation systems on the grounds that they prefer randomness?

If you impose random generation on a PA system, you have a random generation
system.  Also, the latter (using a RG system to "build" a character from a
concept) is probably easier than the former.  See below for an explanation of
that.

> There are *other* reasons one might dislike point allocation; the need to
> number-crunch and the imbalances between supposedly equal characters, to
> name two.  But to object to point allocation systems on the grounds that
> one likes one's creative juices inspired by a little randomness seems
> specious to me.

The first two reasons don't bother me.  The latter is not specious; it is a
valid psychological preference.  Some painters like to paint images from
their minds; others prefer to paint things that exist, though their product
is a creative interpretation, rather than a direct copy.  Both painters are
creative, but neither will be happy being forced to use the other's preferred
method.

> The choice for the rules systems isn't selection versus randomness -- it's
> point-balanced versus random variance.  The two are *not* the same.

I haven't even considered the latter issue.  That's a topic for a completely
different discussion.  :)    The present discussion--as far as I'm
concerned--has been "start with character concept" vs "develop concept from
random numbers".

> But the GM dictates the base system.  If he/she dictates point allocation,
> the randomness preferrer can get out his/her dice.  If the GM dictates
> random rolling, however, and you prefer point allocation, you're out of
> luck.

I expect that the problem is close to equal difficulty both ways.  A PA
system lacks the weighing for each possibility.  It also only works until the
points run out (you can't "roll" a high last attribute if you've rolled high
earlier). The PA system can be used with dice, but the additions that make it
equivalent to a system designed for random generation make it no longer a PA
system.

I expect that the amount of work needed to convert a PA to a random
generation system is close to what it takes to assign point values to a
random generation system.

Actually, it's probably easier to use PA with an existing random generation
system, assuming that the players aren't min/maxers.  The players can simply
choose values for die rolls, then present the character to the GM for
judgement.  If a player was too greedy, the GM can reject the character.

--

Nick_Janow@mindlink.bc.ca
Technical Details
Message-ID: <17455@mindlink.bc.ca>
Path: arc1-ca.pugleaf.net!sparky!uunet!charon.amdahl.com!pacbell.com!ames!agate!rsoft!mindlink!a684

Show Full Headers
Complete Article Headers
Newsgroups: rec.games.design
Path: arc1-ca.pugleaf.net!sparky!uunet!charon.amdahl.com!pacbell.com!ames!agate!rsoft!mindlink!a684
From: Nick_Janow@mindlink.bc.ca (Nick Janow)
Subject: Re: Random vs. Point Alloc CharGen
Organization: MIND LINK! - British Columbia, Canada
Date: Sat, 14 Nov 1992 01:26:18 GMT
Message-ID: <17455@mindlink.bc.ca>
Sender: news@deep.rsoft.bc.ca (Usenet)
Lines: 56