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<blockquote data-quote="Sir Brennen" data-source="post: 2947798" data-attributes="member: 553"><p>Sounds like you want to play GURPS, which uses a 3d6 resolution mechanic, and skills modifiers are purchased at an increasing geometric cost, in keeping with the bell curve. </p><p></p><p>If you're really worried about randomness in initial stat creation, why not use one of the DMG point buy methods? With your 2d6 + 6 method, the odds of getting an 8 <em>or</em> an 18 are actually increased, and the middle-ground is diminished. Still seems stressful to me.</p><p></p><p> I don't neccessarily agree that current three mental stats are purely for just roleplaying the character. There are definitely situations where a hign Int would be mechanically beneficial (researching in a library, for example.) And obviously, dropping these stats wouldn't work for a more "standard" game which does include spellcasters. It's one thing to have a low-magic campaign. But a low-magic <em>system</em> which makes spellcasters mechanical unfeasable... you can't even really call it a D&D variant anymore.</p><p></p><p>Charisma can definitely influence NPC reations and dealings. If I'm a shy, not terribly eloquent player, am I penalized in your game because I'm not able to <em>act</em> as charismatic as I claim my rogue is? Also, you might want to take a look at the thread around here which suggests using Charisma for Will Saves, thus decreasing it's status as a "dump" stat. </p><p></p><p>You might want to take a look at how <em>Iron Heroes</em> does skills, which lumps them into groups. Adding one point into a group (like Athletics) increases <em>all skills</em> in the group by one point (Jump, Swim, Climb, ect.)</p><p></p><p>That's nice. But as you yourself seem to realize with your other statements, modeling "real world" combat doesn't neccessarily lead to workable and balanced game mechanics. Or even "fun" ones. For systems which do add a lot more detail to normal "swing/hit/swing/hit" combat, I again suggest <em>Iron Heroes</em> for d20, or <em>GURPS</em> which contains a greater element of tactical combat.</p><p></p><p>I already commented on the low magic campaign thing. As for the idea that spellcasters in the standard game are more powerful and more 'fun'... that's highly debatable. </p><p></p><p> Nope. But Conan could <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite6" alt=":cool:" title="Cool :cool:" loading="lazy" data-shortname=":cool:" /> </p><p></p><p>D&D, as a fantasy game, emulates fantasy tropes more than real world ones (though one could argue the world of pro wrestling is fantasy as well.) </p><p></p><p>But there's already methods to handle these sorts of things that don't neccessitate rebuilding the whole system. The Mob rules from DMGII are good for the army vs. party scenario you mention. The Grim and Gritty rules that float around on the boards are servicable, too.</p><p></p><p>I'm not saying there's anything inherently wrong with your suggestions. But if you see so many problems with D&D, why not simply find a game system which matches your style of play better? Again, I'm thinking <em>GURPS</em> would be right up your alley. Or, if you're going to make so many drastic changes, just design your own game from scratch, and forget about trying to make it a D&D variant. </p><p></p><p>Or you could just call it 4E <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="Sir Brennen, post: 2947798, member: 553"] Sounds like you want to play GURPS, which uses a 3d6 resolution mechanic, and skills modifiers are purchased at an increasing geometric cost, in keeping with the bell curve. If you're really worried about randomness in initial stat creation, why not use one of the DMG point buy methods? With your 2d6 + 6 method, the odds of getting an 8 [i]or[/i] an 18 are actually increased, and the middle-ground is diminished. Still seems stressful to me. I don't neccessarily agree that current three mental stats are purely for just roleplaying the character. There are definitely situations where a hign Int would be mechanically beneficial (researching in a library, for example.) And obviously, dropping these stats wouldn't work for a more "standard" game which does include spellcasters. It's one thing to have a low-magic campaign. But a low-magic [i]system[/i] which makes spellcasters mechanical unfeasable... you can't even really call it a D&D variant anymore. Charisma can definitely influence NPC reations and dealings. If I'm a shy, not terribly eloquent player, am I penalized in your game because I'm not able to [i]act[/i] as charismatic as I claim my rogue is? Also, you might want to take a look at the thread around here which suggests using Charisma for Will Saves, thus decreasing it's status as a "dump" stat. You might want to take a look at how [i]Iron Heroes[/i] does skills, which lumps them into groups. Adding one point into a group (like Athletics) increases [i]all skills[/i] in the group by one point (Jump, Swim, Climb, ect.) That's nice. But as you yourself seem to realize with your other statements, modeling "real world" combat doesn't neccessarily lead to workable and balanced game mechanics. Or even "fun" ones. For systems which do add a lot more detail to normal "swing/hit/swing/hit" combat, I again suggest [i]Iron Heroes[/i] for d20, or [i]GURPS[/i] which contains a greater element of tactical combat. I already commented on the low magic campaign thing. As for the idea that spellcasters in the standard game are more powerful and more 'fun'... that's highly debatable. Nope. But Conan could :cool: D&D, as a fantasy game, emulates fantasy tropes more than real world ones (though one could argue the world of pro wrestling is fantasy as well.) But there's already methods to handle these sorts of things that don't neccessitate rebuilding the whole system. The Mob rules from DMGII are good for the army vs. party scenario you mention. The Grim and Gritty rules that float around on the boards are servicable, too. I'm not saying there's anything inherently wrong with your suggestions. But if you see so many problems with D&D, why not simply find a game system which matches your style of play better? Again, I'm thinking [i]GURPS[/i] would be right up your alley. Or, if you're going to make so many drastic changes, just design your own game from scratch, and forget about trying to make it a D&D variant. Or you could just call it 4E ;) [/QUOTE]
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