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"Buy the numbers" ... for races?
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<blockquote data-quote="adwyn" data-source="post: 1809564" data-attributes="member: 14083"><p>I already went the route your looking at. I returned to some systems like FH and RQ that I had played in the past, and tried HARP. In the end I realized bringing myself up to speed on a new system was even more work than revising what I didn't like about d20. Plus each of the other systems had bits and pieces I didn't want, or wanted to change.</p><p></p><p>In the end I realized that it was pointless to try to go through this amount of work on character creation when anything I came up with would only apply to six or seven characters, maybe a dozen if I went total killhappy on the players. </p><p></p><p>Instead I came up with some solid guidelines on what I wanted in the campaign, i.e. races, cultures, type of magic. I limited the classes to only the three from the UA, with feats and skills they were more than sufficient. Then I had the players give me the concept they wanted. It was easier tweaking things, or even creating out of whole cloth, for just a few people than trying to develop an entire sytem. The wizard didn't like fire and forget spells, so I told him to bring me something else - he did, cobbled together from the net, and now we're both happy.</p><p></p><p>After all, who cares if you develop fifteen different types of gnomes if only one person in the next three years will even glance at the list? You (hopefully) don't stat out every stableboy in the campaign. The same principle applies here, just concentrate on the important things.</p></blockquote><p></p>
[QUOTE="adwyn, post: 1809564, member: 14083"] I already went the route your looking at. I returned to some systems like FH and RQ that I had played in the past, and tried HARP. In the end I realized bringing myself up to speed on a new system was even more work than revising what I didn't like about d20. Plus each of the other systems had bits and pieces I didn't want, or wanted to change. In the end I realized that it was pointless to try to go through this amount of work on character creation when anything I came up with would only apply to six or seven characters, maybe a dozen if I went total killhappy on the players. Instead I came up with some solid guidelines on what I wanted in the campaign, i.e. races, cultures, type of magic. I limited the classes to only the three from the UA, with feats and skills they were more than sufficient. Then I had the players give me the concept they wanted. It was easier tweaking things, or even creating out of whole cloth, for just a few people than trying to develop an entire sytem. The wizard didn't like fire and forget spells, so I told him to bring me something else - he did, cobbled together from the net, and now we're both happy. After all, who cares if you develop fifteen different types of gnomes if only one person in the next three years will even glance at the list? You (hopefully) don't stat out every stableboy in the campaign. The same principle applies here, just concentrate on the important things. [/QUOTE]
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"Buy the numbers" ... for races?
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