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General Tabletop Discussion
D&D Older Editions
Expert rulebook - an OD&D/3E inspired houserule document to challenge experienced players
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<blockquote data-quote="Flamestrike" data-source="post: 7121476" data-attributes="member: 6788736"><p>The rule is 3d6 in order, then you may <strong>replace any one ability score of your choice with a 13. </strong>You may also replace any score of less than 6 with a 6.</p><p></p><p>Its intentionally designed to protect bounded accuracy, but also contains built in mechanisms to protect against crappy rolls.</p><p></p><p>If you want to play a Wizard you can swap whatever you rolled for your Int with a 13, then select a race with an Int bonus (Human grants +1 to every ability score so it remains a good choice for all players), and then you also select a feat (potentially increasing that score higher thanks to half feats).</p><p></p><p><u><strong>Example</strong></u>: A player wants to play a wizard, but rolls a 7 for Intelligence. He swaps this score with a score of 13, selects human as his race (Int 14), and then selects the <strong>Spellcasting Prodigy</strong> feat at 1st level for a Starting Int of 15. Perfectly viable 1st level Wizard.</p><p></p><p>Same applies for every class. With the right feat/ race selection you wind up with a 15-16 in your 'prime requisite'.</p><p></p><p>3d6 IO looks harsh, but I placed protections in it to stop it from totally crippling a PC (minimum stat of 6, and replace one stat of choice with a 13). Even a Con score of 6 can be mitigated at 1st level by selecting the Durable feat for +2 HP per level.</p><p></p><p>Like I point out in the rulebook, it used to be 3d6IO with no saftey measures at all, no racial bonuses to stats, and no ASI as you leveled up! You were once stuck with stats you rolled for life.</p><p></p><p>It does make MAD classes (Paladin and Monk) harder to qualify for, but that sits OK with me - those classes become a bit more unique and rare, which meshes with the Old School vibe I was aiming for.</p></blockquote><p></p>
[QUOTE="Flamestrike, post: 7121476, member: 6788736"] The rule is 3d6 in order, then you may [B]replace any one ability score of your choice with a 13. [/B]You may also replace any score of less than 6 with a 6. Its intentionally designed to protect bounded accuracy, but also contains built in mechanisms to protect against crappy rolls. If you want to play a Wizard you can swap whatever you rolled for your Int with a 13, then select a race with an Int bonus (Human grants +1 to every ability score so it remains a good choice for all players), and then you also select a feat (potentially increasing that score higher thanks to half feats). [U][B]Example[/B][/U]: A player wants to play a wizard, but rolls a 7 for Intelligence. He swaps this score with a score of 13, selects human as his race (Int 14), and then selects the [B]Spellcasting Prodigy[/B] feat at 1st level for a Starting Int of 15. Perfectly viable 1st level Wizard. Same applies for every class. With the right feat/ race selection you wind up with a 15-16 in your 'prime requisite'. 3d6 IO looks harsh, but I placed protections in it to stop it from totally crippling a PC (minimum stat of 6, and replace one stat of choice with a 13). Even a Con score of 6 can be mitigated at 1st level by selecting the Durable feat for +2 HP per level. Like I point out in the rulebook, it used to be 3d6IO with no saftey measures at all, no racial bonuses to stats, and no ASI as you leveled up! You were once stuck with stats you rolled for life. It does make MAD classes (Paladin and Monk) harder to qualify for, but that sits OK with me - those classes become a bit more unique and rare, which meshes with the Old School vibe I was aiming for. [/QUOTE]
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Expert rulebook - an OD&D/3E inspired houserule document to challenge experienced players
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