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<blockquote data-quote="sunrisekid" data-source="post: 4541676" data-attributes="member: 57326"><p>That's right, in 3E classes are more or less equally powerful; maybe I'll keep the stat requirements and race/class limitations. </p><p></p><p>In light of this, what is the recommended stat generation method? Roll 4.d6 drop lowest I image; what about letting the players to adjust the numbers (decrease one to increase another)?</p><p></p><p></p><p></p><p>I recall having to fudge *most* die rolls to prevent characters from dying too early in the campaign. I don't like having to fudge dice so often, so giving the players additional starting HPs makes combat feel like nobody is holding back (also helps to skirt the need for a cleric).</p><p></p><p>As for 1E "feel" you raise a good point, thanks for indicating that. I actually would like to re-kindle that feeling again and introduce it to the players who've never played it before. But at the same time I would like to remove some of elements that were downright annoying. I will go over some of the proposed changes with the players and see what they think. My players are all pretty keen on their own preferences - the chick who wants to play a druid, the dude who always plays a thief... I'm not worried about them suddenly deciding to play dwarven paladins.</p><p></p><p></p><p></p><p>I am likely mis-remembering the combat mechanics <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> Once I get my hands on the books I'll take a look at the mechanics. But keeping track of spell durations was a pain in the neck. I will 4E-ify that one; if it causes major unbalancing then I'll re-evaluate. And I still like the idea of characters occasionally plowing through weak-assed minions <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="sunrisekid, post: 4541676, member: 57326"] That's right, in 3E classes are more or less equally powerful; maybe I'll keep the stat requirements and race/class limitations. In light of this, what is the recommended stat generation method? Roll 4.d6 drop lowest I image; what about letting the players to adjust the numbers (decrease one to increase another)? I recall having to fudge *most* die rolls to prevent characters from dying too early in the campaign. I don't like having to fudge dice so often, so giving the players additional starting HPs makes combat feel like nobody is holding back (also helps to skirt the need for a cleric). As for 1E "feel" you raise a good point, thanks for indicating that. I actually would like to re-kindle that feeling again and introduce it to the players who've never played it before. But at the same time I would like to remove some of elements that were downright annoying. I will go over some of the proposed changes with the players and see what they think. My players are all pretty keen on their own preferences - the chick who wants to play a druid, the dude who always plays a thief... I'm not worried about them suddenly deciding to play dwarven paladins. I am likely mis-remembering the combat mechanics :) Once I get my hands on the books I'll take a look at the mechanics. But keeping track of spell durations was a pain in the neck. I will 4E-ify that one; if it causes major unbalancing then I'll re-evaluate. And I still like the idea of characters occasionally plowing through weak-assed minions ;) [/QUOTE]
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