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Since: Apr 14, 2004 Posts: 1607
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(Msg. 16) Posted: Wed Mar 12, 2008 10:06 pm
Post subject: Re: {kjd-sys} Races, classes, and advancement [Login to view extended thread Info.] Archived from groups: rec>games>frp>dnd (more info?)
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Hadsil <forumite.RemoveThis@netzero.com> wrote:
>
> Ok, I'm understanding a bit more of how you want to work things. I'm
> not quite convinced that the power of choice by itself is a big deal
> for humans, but I think at this point I'd have to see the actual
> numbers and options to make a final determination of opinion, i.e. I'd
> have to read the "book" you'll "write eventually". I'm in the same
> boat with respect to 4E.
>
> Maybe it's semantics/flavor text. You could say a human can easily be
> better than elves in martial fighting or easily be better than dwarves
> in magic if a human so chooses. A human can do this because he can
> put more feats, in total, into martial stuff than an elf or more
> feats, in total, into magic stuff than a dwarf. Humans are thus
> encouraged to specialize. They are very good at specializing; it's
> just that not all humans specialize in the same thing.
>
> The stick in the craw that has me not fully convinced is racial
> balance. Once a human makes his feat choices, by the numbers how does
> he fair compared to the other races. The elf goes full magic. The
> dwarf goes full martial. Is the human, regardless of his choice of
> full whatever, now made to feel like a chump or is he of equal worth?
My initial response, against what I wrote initially (with all medium
axes, all medium saves, but full selection for feats) is *damn* near.
The differences are small -- one feat less than the dwarf's martial or
elf's caster, one feat more than the dwarf's caster or elf's skill; +1
less base Fort than the dwarf or Reflex than the elf, +1 more Reflex and
the dwarf and Fort than the elf. Plus any racial modifiers (+2/-2) the
other races have.
IOW, really really close. Humans are more general as a race and each
can specialize in almost anything, very very well. Another race may
edge the human out in any particular thing that plays well with the
race's natural abilities (such as a dwarf tank or elven wizard), but
it'll be quite close (one feat that gets spent elsewhere, +1/-1 on two
saves, basically, and not counting racial ability score modifications --
which I might make other races pay for anyway, since +2 to what you want
is worth more than -2 to something you don't want... though not worth a
feat, IMO; something else might be needed as well).
OTOH, a human this way is very good at mixing benefits.
The other way, if humans can choose their axes and saves as they wish,
they can arrange to *always* (for each character, at least) reinforce
their class decision. If they get full choice over feats after that, I
have difficulty seeing why, from a power perspective, anyone would be
anything *but* human.
Still, if playing in a world where humans *are* the dominant sentient
species and are driving out the elves and dwarves, this'd work great.
Keith
--
Keith Davies I married the moonshiner's daughter
keith.davies.RemoveThis@kjdavies.org How could I go wrong?
keith.davies.RemoveThis@gmail.com The moonshiner's daughter
http://www.kjdavies.org/ Put some corn in the water
And makes me liquor all night long
-- Hayseed Dixie, _Moonshiner's Daughter_ >> Stay informed about: {kjd-sys} Races, classes, and advancement |
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Since: Apr 28, 2004 Posts: 1013
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(Msg. 17) Posted: Fri Mar 14, 2008 2:20 am
Post subject: Re: {kjd-sys} Races, classes, and advancement [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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Keith Davies wrote:
> Hi All,
Hi Jack.
> I've never been completely happy with how races and classes interact in
> D&D, not even in 3e. Race makes a big difference early on, but not so
> much as you level -- the difference between an elven fighter and a
> dwarven fighter is almost entirely down to roleplay.
That's turned up in 4e marketing too, but I've not found it to be
true in my games. Using standard or thereabout point-buy, an Elf often
has 4 HP/level less than the dwarf, and while the Dwarf can use Heavy
armour essentially for free and is slow regardless, the Elf is much
better as a mobile or ranged build, probably a longbow specialist.
Dwarves are better placed to hold a door against overwhelming odds,
especially moving into the Dwarven Defender; Elves more to dipping in Wiz
and going Arcane Archer. It's all quite reinforcing.
Of course, I mod the races so it's /more/ true; Elves with +10
balance and wilderness step, Dwarves with natural armour: but still.
Anyhoo, the racial substitution levels that were all the rage for a
while are a nice take on racial abilities, to my mind. Assume the class
progressions are a set of default options, and let the races pick
different things when those defaults don't suit.
Easier done if all the class abilities are stripped down to feats,
which isn't easily done, so easier overall to just fudge it.
> Goals
>
> I want race and class to have approximately equal weight in character
> design, over time.
I just want the builds within each class to match the racial
steriotypes. Dwarves should be good at holding ground against great odds,
Elves at trailing you through their woods and picking you off one at a
time, Halflings at cutting your nuts off and feeding them to the dogs.
It shouldn't really matter weather they're Druids, Barbarians,
Rogues, or Warlocks.
At the same time, I don't want to overly punish the Elf Fighter that
will have to hold ground when his friends can't run any more. It might
not be his thing, but he might still have to do it.
> I want to encourage racial archetypes. If most members of a race have
> levels in a particular class, I don't want it to be because the
> rulebook says so, but because they are good at it.
Stat mods in 3e are /really/ pushy in that way. Give Dwarves an Int
penalty to go with Cha and they won't produce many arcane spellcasters,
nor be great at it when they do.
> I want to allow characters counter to racial archetypes; if you want
> to play a half-orc sorcerer, you should be able to. It is not
> necessary that such a character be as good at it as one who plays to
> type, but he should be a *viable* character.
I've found having the stat mods only affect the minimum and maximum
works there. Though it greatly lessens the impact of stat mods pushing
races into certain classes, which you may or may not like.
Also helps lower or remove some of the level adjustments. Doesn't
work at all without a flat cost point-buy, but will using 27-25-23 (or my
75 points, 3 odd, too much dumping makes the baby jesus cry, okthx).
Oh, and I think the progressions of 3e are borken, way before the
epic caps arrive, and at the start too. Fighters should start with more
than +1 BAB over a Wizard, but don't ever need +10. The SWS/4e way, start
them at +4 and stay there; that's the goodness.
Easy to do with your system if you wanted it, though might screw with
your late-career multiclassing depending on what you're doing there.
You can totally build a 1st level PC on 14 feats too, if your feats
are powerful enough. Like, way better than the average 3e feat, but much
like the very best of them.
--
tussock
I'm like a box of chocolates; you never know what you're gunna get. >> Stay informed about: {kjd-sys} Races, classes, and advancement |
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Since: Apr 17, 2007 Posts: 45
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(Msg. 18) Posted: Fri Mar 14, 2008 1:02 pm
Post subject: Re: {kjd-sys} Races, classes, and advancement [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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Since: Apr 17, 2007 Posts: 185
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(Msg. 19) Posted: Fri Mar 14, 2008 2:12 pm
Post subject: Re: {kjd-sys} Races, classes, and advancement [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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On Mar 14, 1:02 pm, Hadsil <forum....TakeThisOut@netzero.com> wrote:
> Sorry, I'm misunderstanding "27-25-23". That's not RAW point buy, is
> it?
>
> Gerald Katz
It's a method I came up with which seems to have gained some
popularity. I originally gave it some very wordy name, but everyone
else seems to have settled on 27-25-23 for it's name. I've since
abandoned it in favor of using an array of 17, 16, 14, 13, 11, 10, but
it does hold a certain attraction to me, so I may go back to using it
at some point, especially as I'm mainly using arrays so I can easily
offset Level Adjustments, and 4e (and probably Keith's 3.x) does away
with those.
You roll 4d6 3 times drop the lowest with a minimum of 9, 7 and 5,
those are 3 of your scores. You subtract those scores from 27, 25,
and 23 respectively and that gives you your other 3 scores. Arrange
as desired. Then you add 2 to one score of your choice not to exceed
18.
This seems to always make a viable character. Making characters with
the same point total (not point buy total) which keeps characters much
closer in power from attributes than pure random rolling, while
allowing far more variation than point buy or arrays.
- Justisaur >> Stay informed about: {kjd-sys} Races, classes, and advancement |
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Since: Apr 17, 2007 Posts: 185
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(Msg. 20) Posted: Fri Mar 14, 2008 4:59 pm
Post subject: Re: {kjd-sys} Races, classes, and advancement [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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On Mar 14, 2:45 pm, Keith Davies <keith.dav... DeleteThis @kjdavies.org> wrote:
> Justisaur <justis... DeleteThis @gmail.com> wrote:
> > On Mar 14, 1:02 pm, Hadsil <forum... DeleteThis @netzero.com> wrote:
> >> Sorry, I'm misunderstanding "27-25-23". That's not RAW point buy, is
> >> it?
>
> > It's a method I came up with which seems to have gained some
> > popularity. I originally gave it some very wordy name, but everyone
> > else seems to have settled on 27-25-23 for it's name. I've since
> > abandoned it in favor of using an array of 17, 16, 14, 13, 11, 10, but
> > it does hold a certain attraction to me, so I may go back to using it
> > at some point, especially as I'm mainly using arrays so I can easily
> > offset Level Adjustments, and 4e (and probably Keith's 3.x) does away
> > with those.
>
> > You roll 4d6 3 times drop the lowest with a minimum of 9, 7 and 5,
> > those are 3 of your scores. You subtract those scores from 27, 25,
> > and 23 respectively and that gives you your other 3 scores. Arrange
> > as desired. Then you add 2 to one score of your choice not to exceed
> > 18.
>
> > This seems to always make a viable character. Making characters with
> > the same point total (not point buy total) which keeps characters much
> > closer in power from attributes than pure random rolling, while
> > allowing far more variation than point buy or arrays.
>
> I've got it athttp://wiki.kjd-imc.org/Ability_Score_Generation, along
> with some reports of analysis results.
You might want to change that so it has the minimums 9, 7 & 5, as I've
found it much easier to explain that way than saying change values so
they fit in the 3-18 range.
>
> And I'll admit now -- because I know it's something you complain about
> -- that my 'absolutely fair' is in from the point of view of point
> totals.
I happen to agree with that, but plenty of others have complained
about the point value ranges it can give. In practice I find it's
fair, so I don't put any value in looking at it from point buy. I
find point buy far less fair in practice due to the role-players vs.
the power-gamers in my group, where the role-players will choose some
very un-optimized scores, and the power-gamers very optimized
scores.
> SAD vs. MAD is a different conversation entirely, and one
> that's been done a few times now.
Yep. 27-25-23 isn't Optimal for MAD classes, but it can be non-
optimal for SAD as well. Point buy is even less optimal for MAD
classes, unless you give out extremely high values - beyond the
highest in the DMG. MAD classes tend to have way too many problems
with power no matter what generation method you use, and I'd just say
they are underpowered period.
About the only method that might be optimal for MAD classes I can
think of is some array that is all the same number such as all 15s.
That might be worth playing with, but it would tend to piss off the
SAD players. Well, not as much as an elite array - ick. Maybe all
18s? I've heard of some groups doing that...
- Justisaur >> Stay informed about: {kjd-sys} Races, classes, and advancement |
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Since: Apr 17, 2007 Posts: 45
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(Msg. 21) Posted: Fri Mar 14, 2008 7:59 pm
Post subject: Re: {kjd-sys} Races, classes, and advancement [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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Okeydokey. Thanks. (Sincerely)
I have a biased "beef" with it in that if I have an 18 I must also
have at best 9 or some negative modifier. It's not game breaking for
me, just irksome. With normal dice rolling it is possible to have an
18 with no score lower than 10. It's not that I must have an 18 or
will refuse to play a character with a negative modifer; it's only
that I don't like being forced to have a penalty modifier if I do
happen to have an 18. If I roll that situation, I'm fine with it; I
prefer that I had the chance of not getting it.
My philosophy is players are afraid of 8's only as much as their DMs
are afraid of 18's. As long as the DM doesn't force an 8, the player
shouldn't force an 18.
Gerald Katz >> Stay informed about: {kjd-sys} Races, classes, and advancement |
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Since: Apr 14, 2004 Posts: 1607
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(Msg. 22) Posted: Fri Mar 14, 2008 9:45 pm
Post subject: Re: {kjd-sys} Races, classes, and advancement [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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Justisaur <justisaur.TakeThisOut@gmail.com> wrote:
> On Mar 14, 1:02 pm, Hadsil <forum....TakeThisOut@netzero.com> wrote:
>> Sorry, I'm misunderstanding "27-25-23". That's not RAW point buy, is
>> it?
>
> It's a method I came up with which seems to have gained some
> popularity. I originally gave it some very wordy name, but everyone
> else seems to have settled on 27-25-23 for it's name. I've since
> abandoned it in favor of using an array of 17, 16, 14, 13, 11, 10, but
> it does hold a certain attraction to me, so I may go back to using it
> at some point, especially as I'm mainly using arrays so I can easily
> offset Level Adjustments, and 4e (and probably Keith's 3.x) does away
> with those.
>
> You roll 4d6 3 times drop the lowest with a minimum of 9, 7 and 5,
> those are 3 of your scores. You subtract those scores from 27, 25,
> and 23 respectively and that gives you your other 3 scores. Arrange
> as desired. Then you add 2 to one score of your choice not to exceed
> 18.
>
> This seems to always make a viable character. Making characters with
> the same point total (not point buy total) which keeps characters much
> closer in power from attributes than pure random rolling, while
> allowing far more variation than point buy or arrays.
I've got it at http://wiki.kjd-imc.org/Ability_Score_Generation , along
with some reports of analysis results.
And I'll admit now -- because I know it's something you complain about
-- that my 'absolutely fair' is in from the point of view of point
totals. SAD vs. MAD is a different conversation entirely, and one
that's been done a few times now.
Keith
--
Keith Davies I married the moonshiner's daughter
keith.davies.TakeThisOut@kjdavies.org How could I go wrong?
keith.davies.TakeThisOut@gmail.com The moonshiner's daughter
http://www.kjdavies.org/ Put some corn in the water
And makes me liquor all night long
-- Hayseed Dixie, _Moonshiner's Daughter_ >> Stay informed about: {kjd-sys} Races, classes, and advancement |
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Since: Apr 14, 2004 Posts: 1607
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(Msg. 23) Posted: Fri Mar 14, 2008 9:47 pm
Post subject: Re: {kjd-sys} Races, classes, and advancement [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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Peter Knutsen <peter RemoveThis @sagatafl.invalid> wrote:
> Keith Davies wrote:
>> Peter Knutsen <peter RemoveThis @sagatafl.invalid> wrote:
>>>Think about Improved Initiative or Iron Will from the core 3.0/3.5
>>>rules. Many feats will be like that.
>>
>> Many will. I rarely take those ones myself.
>
> I'll take them if they're worth taking.
I do if they lead to something I want, or if I have a *real* weakness
(my Dex 10 Bbn1/Clr1/Ftr2 ended up with Lightning Reflexes because the
+0 to Reflex saves was bad... I got *really* tired of being set on
fire). Normally, though, I'll avoid them for something that lets me
*do* something.
So, I may include some such feats IMC, but I'm not likely to focus on
these things too much.
Keith
--
Keith Davies I married the moonshiner's daughter
keith.davies RemoveThis @kjdavies.org How could I go wrong?
keith.davies RemoveThis @gmail.com The moonshiner's daughter
http://www.kjdavies.org/ Put some corn in the water
And makes me liquor all night long
-- Hayseed Dixie, _Moonshiner's Daughter_ >> Stay informed about: {kjd-sys} Races, classes, and advancement |
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Since: Apr 14, 2004 Posts: 1607
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(Msg. 24) Posted: Sat Mar 15, 2008 3:45 am
Post subject: Re: {kjd-sys} Races, classes, and advancement [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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Hadsil <forumite DeleteThis @netzero.com> wrote:
> Okeydokey. Thanks. (Sincerely)
>
> I have a biased "beef" with it in that if I have an 18 I must also
> have at best 9 or some negative modifier. It's not game breaking for
Or an 11. You get a +2 to one ability score after rolling, remember.
If you want to pick and choose, then yes, you'd end up with a 9 or lower
somewhere. Fine control comes at a cost.
> me, just irksome. With normal dice rolling it is possible to have an
> 18 with no score lower than 10. It's not that I must have an 18 or
> will refuse to play a character with a negative modifer; it's only
> that I don't like being forced to have a penalty modifier if I do
> happen to have an 18. If I roll that situation, I'm fine with it; I
> prefer that I had the chance of not getting it.
This is not *required* to happen. As my site says, straight up you have
about a 33% chance of having at least one 18 if you want it, and about
50% chance of at least one 17; over 80% chance of a 17 or 18.
> My philosophy is players are afraid of 8's only as much as their DMs
> are afraid of 18's. As long as the DM doesn't force an 8, the player
> shouldn't force an 18.
I've never been afraid of an 18. Too many of them looks wrong, but one?
No worries. 27-25-23 doesn't even *require* that you have one to have
an 18. On 27, roll an 18 or a 9 and put the +2 on the lower value, or
roll a 16 or an 11, and put it on the higher one. You end up with an
18/11 pair. If you get another 18 on the 25, then you're going to have
a penalty.
If all were willing you could soften things -- roll three times and
assign (subtract) as desired. This should easily end up with no
penalties, unless you roll weird.
I prefer the other way, myself. Roll 3d6 three times and see what
happens. I find that 3d6 actually works better than 4d6s3 here.
Keith
--
Keith Davies I married the moonshiner's daughter
keith.davies DeleteThis @kjdavies.org How could I go wrong?
keith.davies DeleteThis @gmail.com The moonshiner's daughter
http://www.kjdavies.org/ Put some corn in the water
And makes me liquor all night long
-- Hayseed Dixie, _Moonshiner's Daughter_ >> Stay informed about: {kjd-sys} Races, classes, and advancement |
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Since: Apr 14, 2004 Posts: 1607
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(Msg. 25) Posted: Sat Mar 15, 2008 4:31 am
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Since: Apr 17, 2007 Posts: 45
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(Msg. 26) Posted: Sat Mar 15, 2008 11:53 am
Post subject: Re: {kjd-sys} Races, classes, and advancement [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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On Mar 14, 11:45 pm, Keith Davies <keith.dav....RemoveThis@kjdavies.org> wrote:
> Hadsil <forum....RemoveThis@netzero.com> wrote:
> > Okeydokey. Thanks. (Sincerely)
>
> > I have a biased "beef" with it in that if I have an 18 I must also
> > have at best 9 or some negative modifier. It's not game breaking for
>
> Or an 11. You get a +2 to one ability score after rolling, remember.
>
> If you want to pick and choose, then yes, you'd end up with a 9 or lower
> somewhere. Fine control comes at a cost.
>
> > me, just irksome. With normal dice rolling it is possible to have an
> > 18 with no score lower than 10. It's not that I must have an 18 or
> > will refuse to play a character with a negative modifer; it's only
> > that I don't like being forced to have a penalty modifier if I do
> > happen to have an 18. If I roll that situation, I'm fine with it; I
> > prefer that I had the chance of not getting it.
>
> This is not *required* to happen. As my site says, straight up you have
> about a 33% chance of having at least one 18 if you want it, and about
> 50% chance of at least one 17; over 80% chance of a 17 or 18.
>
> > My philosophy is players are afraid of 8's only as much as their DMs
> > are afraid of 18's. As long as the DM doesn't force an 8, the player
> > shouldn't force an 18.
>
> I've never been afraid of an 18. Too many of them looks wrong, but one?
> No worries. 27-25-23 doesn't even *require* that you have one to have
> an 18. On 27, roll an 18 or a 9 and put the +2 on the lower value, or
> roll a 16 or an 11, and put it on the higher one. You end up with an
> 18/11 pair. If you get another 18 on the 25, then you're going to have
> a penalty.
>
> If all were willing you could soften things -- roll three times and
> assign (subtract) as desired. This should easily end up with no
> penalties, unless you roll weird.
>
> I prefer the other way, myself. Roll 3d6 three times and see what
> happens. I find that 3d6 actually works better than 4d6s3 here.
>
> Keith
> --
Of course, the +2. I see that. Ok.
If one is lucky enough to get two 18s, then the negative modifier is
mathematically forced, but I'm not really bothered by that. Two 18s
does go a long way. In my 2E days I once had a character with three
18s rolling 4d6 drop lowest. I was that lucky once again for a
preSAGA Star Wars game - two 18s and two 17s.
Not at issue in this case, but generally speaking the most vocal
proponents of point buy over dice rolling will always use either 25 or
28 points, where getting an 18 at first level is still techincally
possible but mathematically devastating for the character it's not
worth it. They cheer on the "balance and fairness" of it when in
reality it's not because the classes are not balanced with respect to
each other, only to the game. They also don't have to deal with 1st
level characters having an 18. Any one who does use 32+ points (from
the lowest point where an 18 at 1st level is mathematically pleasing
even if there's an  , for what ever reason, they can just as easily
use dice rolling and not really care. I see it time and time again,
which tells me they hate 1st level characters with an 18, i.e. they
"hate" their players. I intermingle "afraid" with "hate" at will.
Gerald Katz >> Stay informed about: {kjd-sys} Races, classes, and advancement |
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Since: Sep 26, 2006 Posts: 413
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(Msg. 27) Posted: Sat Mar 15, 2008 3:03 pm
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In article <d9573fca-758c-4d9b-a4e5-a8374e56cca7.DeleteThis@s12g2000prg.googlegroups.com>,
Hadsil <forumite.DeleteThis@netzero.com> wrote:
>Sorry, I'm misunderstanding "27-25-23". That's not RAW point buy, is
>it?
>
My first thought on seeing that was of those models who got banned
from the Paris fashion show for being underweight....
--
"I know I promised, Lord, never again. But I also know
that YOU know what a weak-willed person I am." >> Stay informed about: {kjd-sys} Races, classes, and advancement |
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Since: Mar 02, 2005 Posts: 211
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(Msg. 28) Posted: Sat Mar 15, 2008 4:46 pm
Post subject: Re: {kjd-sys} Races, classes, and advancement [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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On Fri, 14 Mar 2008 19:59:19 -0700 (PDT), Hadsil
<forumite.DeleteThis@netzero.com> wrote:
>Okeydokey. Thanks. (Sincerely)
>
>I have a biased "beef" with it in that if I have an 18 I must also
>have at best 9 or some negative modifier. It's not game breaking for
>me, just irksome. With normal dice rolling it is possible to have an
>18 with no score lower than 10. It's not that I must have an 18 or
>will refuse to play a character with a negative modifer; it's only
>that I don't like being forced to have a penalty modifier if I do
>happen to have an 18. If I roll that situation, I'm fine with it; I
>prefer that I had the chance of not getting it.
>
>My philosophy is players are afraid of 8's only as much as their DMs
>are afraid of 18's. As long as the DM doesn't force an 8, the player
>shouldn't force an 18.
FWIW, as a DM I'm equally afraid of 8s and 18s - if anything I'm more
afraid of the 8's. I've developed a wariness for "dump" stats and
especially for PC parties where every chracter has a dump stat.
My fear of 18s OTOH, is not so much a fear of the 18s themselves, but
of where they can lead. Especially in a SAD class, an 18 at 1st level
can easily turn into a 28+ at high level unless the DM is a
steel-willed tight-fisted bastard about ability score boosts.
I don't want to get rid of ability score boosts entirely, mostly
because I want to see them used to boost a character's low scores (as
in http://www.giantitp.com/comics/oots0058.html ). The problem is one
of putting limits on using them to boost already-high scores without
being too ham-fisted about it.
Erol K. Bayburt
ErolB1.DeleteThis@comcast.net >> Stay informed about: {kjd-sys} Races, classes, and advancement |
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Since: Apr 17, 2007 Posts: 45
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(Msg. 29) Posted: Sat Mar 15, 2008 6:05 pm
Post subject: Re: {kjd-sys} Races, classes, and advancement [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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On Mar 15, 5:46 pm, Erol K. Bayburt <Ero....DeleteThis@comcast.net> wrote:
> On Fri, 14 Mar 2008 19:59:19 -0700 (PDT), Hadsil
>
> <forum....DeleteThis@netzero.com> wrote:
> >Okeydokey. Thanks. (Sincerely)
>
> >I have a biased "beef" with it in that if I have an 18 I must also
> >have at best 9 or some negative modifier. It's not game breaking for
> >me, just irksome. With normal dice rolling it is possible to have an
> >18 with no score lower than 10. It's not that I must have an 18 or
> >will refuse to play a character with a negative modifer; it's only
> >that I don't like being forced to have a penalty modifier if I do
> >happen to have an 18. If I roll that situation, I'm fine with it; I
> >prefer that I had the chance of not getting it.
>
> >My philosophy is players are afraid of 8's only as much as their DMs
> >are afraid of 18's. As long as the DM doesn't force an 8, the player
> >shouldn't force an 18.
>
> FWIW, as a DM I'm equally afraid of 8s and 18s - if anything I'm more
> afraid of the 8's. I've developed a wariness for "dump" stats and
> especially for PC parties where every chracter has a dump stat.
>
> My fear of 18s OTOH, is not so much a fear of the 18s themselves, but
> of where they can lead. Especially in a SAD class, an 18 at 1st level
> can easily turn into a 28+ at high level unless the DM is a
> steel-willed tight-fisted bastard about ability score boosts.
>
> I don't want to get rid of ability score boosts entirely, mostly
> because I want to see them used to boost a character's low scores (as
> inhttp://www.giantitp.com/comics/oots0058.html). The problem is one
> of putting limits on using them to boost already-high scores without
> being too ham-fisted about it.
>
> Erol K. Bayburt
> Ero....DeleteThis@comcast.net
It's ok for a player character to be really, really good at
something. That's part of the fun. DMs have all the power except one
- the players can walk away if he abuses his power. It is better for
a SAD class to be awesome while a MAD is well enough than a SAD class
to be awesome while a MAD class is sucking because of the ability
scores.
When a party divvies up treasure, the DM doesn't have much say. It is
up to the players to be prudent. Clerics and druids really, really
want Wisdom boosting items. However, it is equally valid for the
fighter or rogue to boost their will save. The wizard wants the
Intelligence book. The paladin could use it for the skill points. All
are valid options.
Should a character have an 18 in his prime, he's naturally going to be
very good at what he does. By purview of DMing there will be some
tough challenges for him, but as long as the DM doesn't go overboard
and let the 18 be the awesomeness it is for the character, it would
hopefully encourage the player to realize he doesn't need to make the
18 a 20 or 22. (Acceptable exception: spellcasters will need at least
a 19 for 9th level spells. That can be achieved at some point every 4
levels.) Then the ability boost items will go to those with lesser
scores who "need" them more.
Gerald Katz >> Stay informed about: {kjd-sys} Races, classes, and advancement |
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Since: Apr 14, 2004 Posts: 1607
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(Msg. 30) Posted: Sat Mar 15, 2008 6:24 pm
Post subject: Re: {kjd-sys} Races, classes, and advancement [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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Del Rio <delrio.DeleteThis@panix.com> wrote:
> In article <d9573fca-758c-4d9b-a4e5-a8374e56cca7.DeleteThis@s12g2000prg.googlegroups.com>,
> Hadsil <forumite.DeleteThis@netzero.com> wrote:
>>Sorry, I'm misunderstanding "27-25-23". That's not RAW point buy, is
>>it?
>>
>
> My first thought on seeing that was of those models who got banned
> from the Paris fashion show for being underweight....
Wouldn't happen.
If they could get sticks to walk and have smooth skin, they'd do it.
'Fashion' ruins formerly attractive women.
Keith
--
Keith Davies I married the moonshiner's daughter
keith.davies.DeleteThis@kjdavies.org How could I go wrong?
keith.davies.DeleteThis@gmail.com The moonshiner's daughter
http://www.kjdavies.org/ Put some corn in the water
And makes me liquor all night long
-- Hayseed Dixie, _Moonshiner's Daughter_ >> Stay informed about: {kjd-sys} Races, classes, and advancement |
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