Randomly rolled stats can get pretty imbalanced. (This has come up in the early playtesting) That can be either a bug or a feature depending on the game you’re playing. If you want to prevent to wide an imbalance:
- Pick a starting number of points for players to distribute – higher or lower depending on intended difficulty.
- Have the players generate their stat values. Set max stat value to 16. If there is more than one value that is 16 or greater reduce those values to 14. Any values lower than 8, increase to 8
- Reveal that the player with objectively the worst stat block will uncover a mutation in the course of playing. I plan to write explicit rules for this in the first supplement to the core rulebook
“Fairy tales do not tell children the dragons exist. Children already know that dragons exist. Fairy tales tell children the dragons can be killed.” – Quote on Hope and Storytelling from G.K. Chesterton
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