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Second Golden Age of Oannon-- Recruitment/OOC (Currently Open)
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<blockquote data-quote="Shayuri" data-source="post: 3996362" data-attributes="member: 4936"><p>Oh, I'm not saying it can't work.</p><p></p><p>I think the difference is, from your clarification, what each score 'means.'</p><p></p><p>To say, for example, that a 14 is "very strong" is based on the idea that scores are derived from a 3d6 bell curve a la GURPS. A 14 on that curve is a very significant score, and considerably above average.</p><p></p><p>In d20's linear progression, however, a 14 just isn't indicative of much real ability, in purely mechanical terms. The fluff tries to say it is, but the crunch begs to differ. For D&D, unless you lowball threats (which it admittedly sounds like you do), you typically need an opening score of 16 to have hit bonuses, damage, and/or spell DC's in ranges to meet early threats with some degree of certainty. 18's are recommended, but not essential. Furthermore, for spellcasters, opening scores less than 16 may bump into the attribute barrier on spell levels faster than leveling can raise the cap.</p><p></p><p>Generally, as a rule of thumb, I would say a 14 to be a bare minimum for a "secondary" priority attribute, like Con for a non-warrior, or Dex for a sword 'n' boarder. The raw mechanics of combat in D&D make using less pretty questionable. 10's and 8's fit comfortably in nonpriorities, like Str for a caster or Cha/Int for a straight warrior. </p><p></p><p>...hee. This makes it all sound so mathematic. I don't really think this way when making a character, I swear. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>Ya know though...from your description and so on, and the priorities of the game (ie - Deadly combat, low heroic content)...you might be better served with a grittier, less flapjack system. Ever look at GURPS? <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Shayuri, post: 3996362, member: 4936"] Oh, I'm not saying it can't work. I think the difference is, from your clarification, what each score 'means.' To say, for example, that a 14 is "very strong" is based on the idea that scores are derived from a 3d6 bell curve a la GURPS. A 14 on that curve is a very significant score, and considerably above average. In d20's linear progression, however, a 14 just isn't indicative of much real ability, in purely mechanical terms. The fluff tries to say it is, but the crunch begs to differ. For D&D, unless you lowball threats (which it admittedly sounds like you do), you typically need an opening score of 16 to have hit bonuses, damage, and/or spell DC's in ranges to meet early threats with some degree of certainty. 18's are recommended, but not essential. Furthermore, for spellcasters, opening scores less than 16 may bump into the attribute barrier on spell levels faster than leveling can raise the cap. Generally, as a rule of thumb, I would say a 14 to be a bare minimum for a "secondary" priority attribute, like Con for a non-warrior, or Dex for a sword 'n' boarder. The raw mechanics of combat in D&D make using less pretty questionable. 10's and 8's fit comfortably in nonpriorities, like Str for a caster or Cha/Int for a straight warrior. ...hee. This makes it all sound so mathematic. I don't really think this way when making a character, I swear. :) Ya know though...from your description and so on, and the priorities of the game (ie - Deadly combat, low heroic content)...you might be better served with a grittier, less flapjack system. Ever look at GURPS? :) [/QUOTE]
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