Randomness in Character Generation and Progression
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Some friends and I recently had a discussion about randomness in character generation and progression. More specifically, we discussed whether we thought it was good or bad to have dice rolling involved in making a character or leveling one. For the most part, I personally dislike randomness in characters… under most circumstances. What do you think? Do you like a random element in your character generation and progression?Randomness in Character Generation
The example that most players will be able to relate to is randomly rolling your attributes in Dungeons & Dragons. The current 4th Edition rule set has rules for picking and assigning an attribute set using a point system. However, I’d be willing to venture that most players have played a D&D campaign where their game master allowed them to randomly roll 3d6 for each attribute, or 4d6 and drop the lowest, or roll multiple sets and pick your favorite, or some other version of randomly creating your attributes.
The positive aspect about this is that it gives you a chance to get a fairly powerful attribute set. The obviously negative aspect to it is that you can also get a very poor attribute set as well. And really, who wants to play a completely underpowered character in a D&D game? When you have an entire group doing this, it always seems like there is one player that gets a completely overpowered set of attributes and one that gets the opposite. In my experience, it always seemed like that was a black mark for the unlucky player. Sometimes it was even a license to recklessly play your underpowered character because, “Hey, why do I care if this character dies? He is weak and I’ll just create a better one.”
There are also some fun aspects of random character generation. For example, in older versions of Gamma World, the Marvel Super Heroes RPG, and the old versions of Traveller, the random aspect to character generation was half the fun of playing the game! In fact, sometimes character generation in these games would overshadow the actual playing aspect of the game. It was fun to randomly generate your character and see what you could come up with. I remember many nights long ago where I would randomly generate Marvel Super Heroes characters just to see what I would come up with. There actually is a downside to this fun though. Like I said, a fun random character generation like this can almost encourage getting your character killed or retired in-game so you can re-roll another.
Randomness in Character Progression
This discussion eventually led to my friends and me discussing aspects of my friend’s homebrew game. In his game, character’s have a random element of progression. Once you create your character and start leveling him up, he isn’t guaranteed to advance at the same rate as other characters due to random rolling that you do each to you level. The best example I could compare it to would be Call of Cthulhu under the Basic Roleplaying System. Where after each session you randomly roll to see if your skills increased or not. If you roll well, some sessions you may have many skills that increase in value. If you roll poorly, some sessions you may advance little or not at all with your skills.
I definitely think that randomness in character progression is more realistic, if that is something you are aiming for in your game. People don’t learn something new every time they go to school. Sometimes in your training or experiences things click and you learn a lot. While other times you learn next to nothing at all. But sometimes you aren’t always going for realism in a game. Sometimes your goal with a game system is balance.
I remember playing a Star Wars Saga Edition campaign with some friends of mine. This campaign was a perfect example of good and bad random character progression. In Star Wars Saga Edition you randomly increase your hit point each time your character levels. I remember that I was the lucky guy in this campaign. I seemed to always roll nearly maximum hit point each level. While a friend of mine seemed to always roll nearly minimum each time. After several levels, I had over 100 hit points on my character while my friend’s character was in the low 40’s. The disparity was so huge between our characters that he literally could not play his character the way he wanted to. Conversely, my character was an unstoppable juggernaut.
Randomness in Characters – Good or Bad?
In the end, our discussion really didn’t bring any definitive answers on randomness in character generation and progression. We all agreed that there were some instances where we thought randomness in these situations was actually good, fun, and fit the system. While there were other situations where we thought the random element should have been taken out of the character generation or progression aspect of the game. I think the hardest part was games that had a system for both, like D&D. What do you do when you have two players that want to roll their attributes and two players that want to assign them according to a system? Do you let them choose whichever path they want, or do you pick a specific way that all of your players must follow?
What do you think about randomness in character generation?
What do you think about randomness in character progression?





June 5, 2009 at 10:00 am
I remember getting the Ultimate Powers Book for Marvel Super Heroes. The very first character I created was a Deity with something like 18 powers. Building the character was great and when the GM let me play him I had a blast, but this was clearly a case where exceptional rolling illustrated why random character generation may not be the best option.
As a hardcore D&D guy, I see the value of using the point-bye system. Just as you described, when we rolled attributes someone always had a really underpowered character. By removing the random elements from character creation you end up creating characters that are going to feel right at any game table regardless if the DM witnessed you character creation or not. It does minimize the opportunity for a truly heroic (powerful) character or a really weak character, but I’m ok with that.
In a recent D&D campaign the DM told us we had to build character using the new 4e D&D rules, but we had 10 additional points for our starting attributes. It gave us that old school random feel, but it leveled the playing field among the PCs. No one was gimped because of bad rolls. Those characters were a lot of fun.
June 5, 2009 at 10:08 am
Randomness and role thereof depends.
In case of character generation for D&D or random one-shots, randomness is very useful as it allows fast character creation and inspires one to play different sorts of characters.
For story-focused games I prefer non-random character generation, though randomness should be there as an option for those who don’t have ideas.
As far character progression; I want it to be dynamic. Randomness is one way of achieving dynamic character change. Attributes that change when used is another. Letting players decide how their characters advise but having to justify it in story terms is yet another. There are many variants. Character “builds” are the only thing I absolutely loathe.
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June 5, 2009 at 10:33 am
I’m a big fan of random character creation – not because it gives you the potential of having an awesome character, but because it can gently “force” you to playing a style of character you haven’t played before.
I would be perfectly happy with a random generation system that gave the players a base array of stats and then randomly assigned them – this takes away the argument that I’ve heard on many forums that most people using random assignment do so to “get lucky” with a good set of rolls.
I think one of the random elements I like best in character creation is background. I love the random background / lifepath tables used in games like CyberPunk or the recent edition of Pendragon.
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June 5, 2009 at 10:47 am
@ Ameron – Marvel Super Heroes character generation was pretty sick. It was so random what types of powers you could get and how powerful they would be. Sometimes you’d get opposing powers too that just didn’t seem to fit on a character.
@ Tommi – I prefer non-random character generation, unless the players are truly willing to let go and see where the dice take them. If not, then I prefer a fixed generation approach.
@ Dyson Logos – Background and lifepath generation tables are pretty fun. They usually don’t change the power of your character in most games. However, I’d toyed around with the idea of a background / lifepath creation system for a game where it would vastly influence your character. I’m not sure how much I like it so far, but it has promise.
June 5, 2009 at 6:01 pm
My group generally does both for character generation. Sometimes we roll dice for stats or we use a point buy. Depends on the players’ mood and the power level of the campaign really.
But randomness for character progression just blows. Rolling a 1 for hitdice just ruins the session (and sometimes even the campaign) for us.
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June 5, 2009 at 6:26 pm
We have always done the 4d6 and drop the lowest and we’ve all had pretty good luck with that method. However, on the rare occasion that a set of attributes are really sub-standard, I allow the player to dump ALL the rolled stats for one of the pregen sets in the Core Books. That way, at least their character will be more evenly balanced, rather than coming up from the shallow end of the gene pool.
They ARE supposed to be heroes (at least somewhat exceptional)after all.
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June 5, 2009 at 8:02 pm
There are two types of random: random awesome and random stupid.
With random awesome, you’re inspired to come up with ideas you never would have come up with otherwise. That’s the fun of random lifepath character generation.
With random stupid, you get a Stone Age character who knows how to make lasers, or something.
Sometimes, you don’t know whether the random is stupid or awesome until you play. For example, in my recent Gygax Memorial one player rolled up Kagg, the 1 hit point fighter. The player decided, “since if he’d ever been hit he’d have taken at least 1hp damage, he must never have been hit. So Kagg thinks he’s invinceable.”
So Kagg charged into the front of every fight, and… slew seven kobolds, one kobold sergeant, found half a dozen traps, and wrestled a basilisk. And was never hit. He made it to 2nd level and got some more hit points.
In the beginning the player was distant and amused, obviously expecting Kagg to die soon so he could roll up another one. But it wasn’t long before he got into it, and became fond of Kagg, giving him a personality with likes and dislikes, and really caring about the results of each dice roll. And Kagg is well-remembered by the rest of the group, the 6hp cleric or 4hp thief, not so much.
In a point-buy system, almost no-one would ever choose to be a 1hp fighter. But the random rolls gave the player that, he went with it, and had fun. That’s when what looks like random stupid turns out to be random awesome.
Roll it up, and roll with it.
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June 6, 2009 at 6:43 am
@ Questing GM – Totally agree on all accounts.
@ Rook – Our group experienced the same thing and dealt with it in the same way.
@ Kiashu – That is a pretty cool story and an interesting twist on how to play an underpowered character.
June 6, 2009 at 11:26 pm
I dislike random generation. 99% of the time, I have in mind a character I’d like to play, and random generation obviously throws barriers in the way of that.
Semi-random generation can be fun at times, though. (For instance, the “3d6 6 times, and arrange the results how you’d like” method. I’ve used that one on occasion.)
I’ve also used a method for randomly-rolled attributes that eliminates the “one character is vastly better than another” issue. I roll 6 times and allow the players to assign those 6 results to their stats as they wish. Everyone works with the same stat array. Points can be traded 2-for-1 to customize, with some restrictions. It’s more in the vein of an interesting experiment, but it does work.
June 9, 2009 at 2:23 am
@ Scott – There are some random character generation setups that I think are really fun. But like I said in the article, sometimes it becomes so much fun making the character seems to be what the game is about. For example, Palladium’s Teenage Mutant Ninja Turtles is pretty fun to make a character in. After a while of playing it though, you almost want to try your hand at making another random character.
Plus, it seems there is always a lot of fudging in ‘random’ character generation by players and GMs.
June 9, 2009 at 4:22 am
“Nightbane,” originally titled “Nightspawn” had some seriously messed up character generation tables. You could end up with a cow, one that could turn into a hundred little cows, who all had lobster claws and machine-gun udders.
Ahhh, good times…
June 9, 2009 at 2:07 pm
@Kiashu – I’m curious how many rolls had to be fudged to make that happen. Personally that is something that can instantly ruin a game for me even if it is for the better of the player.
As for rolling, I’m generally fairly lucky so I never mind and I agree with those above that have said it helps you move into directions with characters that you wouldn’t always approach.
June 10, 2009 at 9:18 am
I hate random aspects in the development of a character. To my mind, making and progressing a character is all about choices. I don’t mind if they are hard choices where you need to compromise or make trade offs, but it should never be random. Call of Cthulhu is just about the only system I feel like random creation and progression work. Even then, it only works because in that game you should not feel in charge of your character. They should feel like pawns in a larger game and the player is just struggling to keep up.
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June 11, 2009 at 8:31 am
I think it depends on the type of game I want to play. D&D has always been the more casual sort of RPG for me. Get with some friends and have an adventure; but I don’t like putting a lot of thought into backstory, especially if I’m starting at level 1. I let the dice determine how I role-play the character. If I randomly roll a weaker character who dies, so be it. I’ll create another one. Part of the fun of playing a gimped character is learning ways to adapt and cope, both as a player and as a party.
On the other hand I GM Shadowrun and I utilize the 400 build point system for character creation. Everyone starts with the same amount of potential resources. The X factor is how the players choose to spend it. I do demand that my players justify their skill purchases through their character concepts. It all needs to jive. And though one character may seem “gimped” compared to another, I don’t feel he actually is a handicap as he had the exact same amount of material to work with. I think it’s the responsibility of a good GM to provide sessions that allow all players to participate… not just the combat monkeys.
I do like the Cyberpunk 2020 random history/personality tree system. It lets players develop a back story for their characters without investing a lot of time. Especially given the high PC mortality rate. Sometimes you just want to play, not worry about what your PC’s favorite ice cream flavor is.