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4e design in 5.5e ?
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<blockquote data-quote="Lanefan" data-source="post: 8417925" data-attributes="member: 29398"><p>Only to a point; and I should also mention here that I'm coming from a background where classes are gated behind stat requirements* (which is something I very much endorse) and some of those requirements are pretty tough.</p><p></p><p>So sure, I might have a Ranger in mind (which here needs 14-14-13-13-x-x) but if the dice give me just one really good stat and the rest are bland and boring 9-to-12s then it's no Ranger for me today; I have to go to (or come up with) Plan B.</p><p></p><p>* - under the standard array (15-14-13-12-10-8, isn't it?) five classes in my game would be impossible to achieve: Ranger, Paladin, Illusionist, Bard and Monk. Paladin and Bard aren't even achievable under point-buy, unless there's an awful lot of points to spend. <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>Depends. My own cutoff, if it matters, is if the average of the 6 stats is less than 10 <strong>or</strong> you've nothing higher than a 12 then you have the option to reroll. That said, I've seen characters start with something like 15-12-11-10-9-6 and still do really well; at the same time I've also seen characters start with something like 18-18-17-17-15-14 and die at the first opportunity.</p><p></p><p>A rolling system that I've never known of anyone using, other than maybe one person on ENWorld who might have mentioned it.</p><p></p><p>I'm not advocating for 3d6 in order and probably never would other than for one-offs or gonzo games. But 4d6k3 rearranged? All day long.</p><p></p><p>Ah - you're assuming it'll survive for that hundred hours. <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>My take on such things is that a player can always choose the basics*, but anything non-basic can only be achieved by random roll; this is specifically to keep the non-basic as unusual.</p><p></p><p>* - for example, in my game even if you hit the cutoff bang-on (which would be something like 13-x-x-x-x-7 where the 4 x'es add to 40) you can choose any of the basic classes - F, T, MU, or C. But for a non-basic class you need to roll higher, in some cases only very little higher and in other cases quite a lot higher.</p></blockquote><p></p>
[QUOTE="Lanefan, post: 8417925, member: 29398"] Only to a point; and I should also mention here that I'm coming from a background where classes are gated behind stat requirements* (which is something I very much endorse) and some of those requirements are pretty tough. So sure, I might have a Ranger in mind (which here needs 14-14-13-13-x-x) but if the dice give me just one really good stat and the rest are bland and boring 9-to-12s then it's no Ranger for me today; I have to go to (or come up with) Plan B. * - under the standard array (15-14-13-12-10-8, isn't it?) five classes in my game would be impossible to achieve: Ranger, Paladin, Illusionist, Bard and Monk. Paladin and Bard aren't even achievable under point-buy, unless there's an awful lot of points to spend. :) Depends. My own cutoff, if it matters, is if the average of the 6 stats is less than 10 [B]or[/B] you've nothing higher than a 12 then you have the option to reroll. That said, I've seen characters start with something like 15-12-11-10-9-6 and still do really well; at the same time I've also seen characters start with something like 18-18-17-17-15-14 and die at the first opportunity. A rolling system that I've never known of anyone using, other than maybe one person on ENWorld who might have mentioned it. I'm not advocating for 3d6 in order and probably never would other than for one-offs or gonzo games. But 4d6k3 rearranged? All day long. Ah - you're assuming it'll survive for that hundred hours. :) My take on such things is that a player can always choose the basics*, but anything non-basic can only be achieved by random roll; this is specifically to keep the non-basic as unusual. * - for example, in my game even if you hit the cutoff bang-on (which would be something like 13-x-x-x-x-7 where the 4 x'es add to 40) you can choose any of the basic classes - F, T, MU, or C. But for a non-basic class you need to roll higher, in some cases only very little higher and in other cases quite a lot higher. [/QUOTE]
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