What are you a minority about?


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To those who like rolled abilities and hp because they're realistic, does your preference extend to other stats that should also be realistically random? For example, everybody has different skills, so it'd make sense to roll for whether you get a W/NW proficiency every level. Right?

Just curious.
For such skills as we do have e.g. languages spoken, past profession, etc., other than native language we roll for what they are (a few common ones are chooseable); and for all of them how good you are at each and - unless you're a wizard type - whether or not you're literate.

We also roll for height, weight, age within limits, etc. by race. You can if you want roll for race and-or class as well - it's an option.

What your levels give you as you advance (other than h.p.) is pretty much locked in. The random rolling is almost all for things outside your adventuring career, i.e. what you are as opposed to what you do with it.

It simply reflects reality, and the random variance among people.

Lanefan
 

Probably the only gaming opinion I have that I'm sure is in the minority...

I don't like having more than a few magic items per character. I'd rather my guy be awesome and have a few bits of unique swag than go nuts Diablo style.

Other than that I think I'm a pretty average in the majority gamer.
 

I don't like having more than a few magic items per character. I'd rather my guy be awesome and have a few bits of unique swag than go nuts Diablo style.

Actually, I'm there with you. I'm strongly considering using the inherent bonus rules in my next campaign, so I can award magic items based on what's really cool (in terms of traits or powers), and what's appropriate to the feel of the setting.

Honestly, I'd be happy if core magic items gave no numerical bonuses at all (or, at most, +1 or 2), with all their "coolness" coming from what else they offered/could do.
 

I am a minority about several things (at least I think I am, could be wrong)

DDI. nuff said.

Generally supporting the current edition of D&D.

Not playing a whole lot of other game systems.

Not liking real-time online games. Gamers for gamers is full of them.
 

I dislike Planescape. The writing style, the terminology, the treatment of the planes, the factions
I used the 1e 'weapon vs. AC' rules and found they really added a lot to the game.
I dislike metaplot settings.
I prefer playing humans rather than demihumans.
I'm not fond of dungeons.

<snip>

I'm not particularly fond of the "take their stuff" part of "kill them and take their stuff", so I de-emphasize that aspect of the game.
Add one to all of the above minority groups!

Apparently, very few people model their D&D characters after transforming robots, knights that could change into animal forms and characters from Chinese wuxia martial arts stories.
My last campaign had a ranger/rogue/wizard who was a former animal lord banished from heaven. He mostly went around in human form but could change into a fox. It also had a Taoist warrior who could fly and project sword-energy. Unless you're very picky about admitting members into your club, I think that these qualify.
 

Honestly, I'd be happy if core magic items gave no numerical bonuses at all (or, at most, +1 or 2), with all their "coolness" coming from what else they offered/could do.

I think the 4E designers dropped the ball by not removing +X items from the game. They were rebuilding "the math" from the ground up. They had already made the decision to give almost all items some feature other than a simple +X bonus. They could have adjusted the math so that nobody needed a +X to hit or defend, and then relied on the unique features of magic items to make them interesting.
 

Actually, I'm there with you. I'm strongly considering using the inherent bonus rules in my next campaign, so I can award magic items based on what's really cool (in terms of traits or powers), and what's appropriate to the feel of the setting.

Honestly, I'd be happy if core magic items gave no numerical bonuses at all (or, at most, +1 or 2), with all their "coolness" coming from what else they offered/could do.

I must spread XP around before giving it to Mouseferatu again.
 

You can if you want roll for race and-or class as well - it's an option.
Well, imho, that works for systems like the original Runequest where it doesn't really matter what you start with since the system will principally allow you to become whatever you want; i.e. a system with backgrounds rather than classes, without levels and with ways to increase your abilities (through training or magic) with (almost) no limitations.

But for a system like D&D? Doesn't work for me.
 

Haven't seen this yet, so it must be a minority: I like BECMI, and YES, I like Race as Class.

When the rules enforce that some races are just different and culturally don't have the same options as humans, I smile. Yes, halflings don't have clerics: they just don't work that way. They're different, they aren't just humans with different stat mods.

I suspect it's a vocal minority.

+1
 

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