The Hitcher
Explorer
Okay, so it's my opinion that rolling 3d6 for stats is the way to go. Why? Because I like what the element of chance does for character creation, and I like the idea of flawed heroes - they're just more interesting. And why have a stat range of 3-18 if you're only going to use the top half?
The only problem with this approach - and it is a big problem - is that getting a 7 or a 4 for a stat doesn't create a hero that's flawed in any kind of interesting manner. It just creates a character who is slightly (or a lot) worse at hitting the target numbers for their rolls. Now I grant you that this can SOMETIMES be dramatic, when it happens at just the right moment, but mostly it's just kind of annoying:
"Oh, if I would have hit if I'd had a slightly higher Strength". See? BORING.
So I got to thinking about what could be done to make low stats more interesting and maybe even appealing, and yes, we could tie them into some kind of epic system of custom flaws, but that's way more work than I want to do, and it's not very D&D.
So instead I thought "what about a consolation prize?" And here's what I came up with: Dumb Luck.
The fact is that lots of fantasy fiction stars heroes who are just as often lucky as they are skilled or strong or smart. The stars align, and they get away with stuff that everyday folk. I think Terry Pratchett's Guards! Guards! says it best (I forget which character actually utters the words):
"Million-to-one chances crop up nine times out of ten." That's how a lot of fiction WORKS. So why not let us have lucky heroes, as well as powerful ones? (Yes, I'm aware that Halflings already have something like this, but let's leave that aside for a moment).
So here's the rule:
For each point of NEGATIVE MODIFIER a character has against a given Attribute, that character receives one Dumb Luck re-roll PER LEVEL for a check, attack or saving throw made using that Attribute.
If their re-roll is successful, that success should always be described as a pure lucky break. This roll only allows the re-roll of a single die - if two dice were rolled for Advantage or Disadvantage, the second die result stands (so a double failure on a Disadvantaged roll won't be helped by the re-roll, for example).
That's it. The "per level" thing is a little quirky, but "per day" seems too much, and "per session" is not a very D&D kind of measurement. Per level keeps it all on a, er... level playing field. Shouldn't be too hard to keep track of.
So there you have it. The intent of the rule is to give characters with a low stat or three an extra little quirk without unbalancing the game in any dramatic way.
Please share your thoughts, or any ALTERNATE IDEAS you have that might make playing low-stat characters a bit more interesting.
Mod Note: I have removed formatting information that forced this to appear as black text, which made it illegible on the black forum skin. Hope nobody minds. ~Umbran
The only problem with this approach - and it is a big problem - is that getting a 7 or a 4 for a stat doesn't create a hero that's flawed in any kind of interesting manner. It just creates a character who is slightly (or a lot) worse at hitting the target numbers for their rolls. Now I grant you that this can SOMETIMES be dramatic, when it happens at just the right moment, but mostly it's just kind of annoying:
"Oh, if I would have hit if I'd had a slightly higher Strength". See? BORING.
So I got to thinking about what could be done to make low stats more interesting and maybe even appealing, and yes, we could tie them into some kind of epic system of custom flaws, but that's way more work than I want to do, and it's not very D&D.
So instead I thought "what about a consolation prize?" And here's what I came up with: Dumb Luck.
The fact is that lots of fantasy fiction stars heroes who are just as often lucky as they are skilled or strong or smart. The stars align, and they get away with stuff that everyday folk. I think Terry Pratchett's Guards! Guards! says it best (I forget which character actually utters the words):
"Million-to-one chances crop up nine times out of ten." That's how a lot of fiction WORKS. So why not let us have lucky heroes, as well as powerful ones? (Yes, I'm aware that Halflings already have something like this, but let's leave that aside for a moment).
So here's the rule:
For each point of NEGATIVE MODIFIER a character has against a given Attribute, that character receives one Dumb Luck re-roll PER LEVEL for a check, attack or saving throw made using that Attribute.
If their re-roll is successful, that success should always be described as a pure lucky break. This roll only allows the re-roll of a single die - if two dice were rolled for Advantage or Disadvantage, the second die result stands (so a double failure on a Disadvantaged roll won't be helped by the re-roll, for example).
That's it. The "per level" thing is a little quirky, but "per day" seems too much, and "per session" is not a very D&D kind of measurement. Per level keeps it all on a, er... level playing field. Shouldn't be too hard to keep track of.
So there you have it. The intent of the rule is to give characters with a low stat or three an extra little quirk without unbalancing the game in any dramatic way.
Please share your thoughts, or any ALTERNATE IDEAS you have that might make playing low-stat characters a bit more interesting.
Mod Note: I have removed formatting information that forced this to appear as black text, which made it illegible on the black forum skin. Hope nobody minds. ~Umbran
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