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.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.
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.
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.
Add one to all of the above minority groups!I'm not fond of dungeons.
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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.
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.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.
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.
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.
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.You can if you want roll for race and-or class as well - it's an option.
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.