D&D General 6E But A + Thread

I do wonder if its more common to roll, than with Array or Point Buy.

(If people are rolling, then any discussion of 'balance' can be thrown out.)

I don't know if this can be answered conclusively, I can tell you what my experience is.

I play a lot of D&D (currently 6 campaigns, with 4 every week) and rolling is the most common way I come across and that includes with DMs worldwide.* Rolling used to be overwhelmingly the most common (like 90% of games). Point buy is more common now than it was 3 or 4 years ago, but rolling still remains the most common way IME.

Standard Array is almost never used IME.

So while I don't know if we can say what is most common, I do know a lot of tables roll for abilities. Whether that is 70% of tables or 30% of tables it is still a lot of players and a lot of games.

* Edit: There are a substantial number of tables I have played at where the DM lets the players decide which method to use to determine abilities for their own PC and a substantial number that use a homebrew method.
 
Last edited:

log in or register to remove this ad

the change is what happens after that, if the attribute value no longer exists and only the bonus does

That just complicates character creation IMO, the attribute value is no longer used now except for when you get ASIs, and you can easily change that to be +1 every 8 levels or whatever.
 






I don't think that's possible.

I can't imagine any system that would (for example) run adventures in Middle Earth, Westros, Faerun, Night City, Gotham and Tattooine. If it did, they would have to be so plain and generic as to be "let's pretend, but with a resolution mechanic". Something like the Cypher system rather than D&D.

I totally disagree. Homebrewers have hacked 5e to fix a huge number of settings. All it require it for the core game to come with options built in. The game might have 15-ish classes, but with the assumption that only 4-12 will be used in any given game where they fit the milieu. Different magic-using classes would have different magic systems that fit different settings; Sub-classes could be built with different fantasy genres in mind (spellcasting would become a ranger sub-class, for example). Again, not every sub-class would be available in every game.

Middle Earth: Druid; Fighter, Noble, Ranger, Wizard; low-magic module; slow recovery; tradition fantasy spell list module; traditional fantasy races only​
Hyboria: Barbarian, Cultist, Fighter, Noble, Ranger, Rogue, Warlock; low-magic module; all human PCs​
Vancian Dying Earth: Fighter, Noble, Rogue, Magician (uses a real Vancian magic system); all human PCs​
Westros: Barbarian, Cultist, Fighter, Noble, Ranger, Rogue; low-magic module; slow-recovery module; tradition fantasy spell list module; all human PCs​
1e Faerun: Barbarian, Bard, Cleric, Druid, Fighter, Monk, Paladin, Ranger, Rogue, Wizard​
3e Eberron: Artificer, Bard, Cleric, Druid, Fighter, Monk, Paladin, Ranger, Rogue, Sorcerer, Wizard​
Age of Sail Historical Fantasy: Fighter, Noble, Ranger, Rogue; no magic module; slow-recovery module; firearms module; all human PCs​
Early 1900s CoC-type setting: Cultist, Fighter, Rogue, Warlock, low magic module; firearms module; slow-recovery module; all human PCs​
Tatooine: Fighter, Monk, Noble, Ranger, Rogue; Psionic feats allowed; high tech weapons module; space flight module​

I absolutely believe this could be accomplished in two 350-page books by 1) moving all detailed rules explanations to the DMG and 2) cutting the abstract stuff nobody reads from the DMG.
 
Last edited:



Remove ads

Top