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Game design trap - Starting too close to zero.
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<blockquote data-quote="Minigiant" data-source="post: 5847668" data-attributes="member: 63508"><p>One thing I dislike about starting at zero it it can make the dice roll too important. Gasp. Shock. </p><p></p><p>A trained fighter shouldn't miss an unarmored nameless commoner with a roll of 5 or higher. A ranger shouldn't fail to forage to food in a forest in the spring. A wizard shouldn't fail to read a basic cantrip without having to cast read magic. A random farmer should have a chance to survive 10 hits of a longsword.</p><p></p><p>I prefer skill and attack bonus to be a nice distance from the zero. +0 would be equivalent to the most pathetic individual with no knowledge of the task, improper tools, no knowledge of the tools needed, with no experience at the task. +0 should be something that is rare for actually PCs with only a few instances of such a bonus unless the player purpose forces it.</p></blockquote><p></p>
[QUOTE="Minigiant, post: 5847668, member: 63508"] One thing I dislike about starting at zero it it can make the dice roll too important. Gasp. Shock. A trained fighter shouldn't miss an unarmored nameless commoner with a roll of 5 or higher. A ranger shouldn't fail to forage to food in a forest in the spring. A wizard shouldn't fail to read a basic cantrip without having to cast read magic. A random farmer should have a chance to survive 10 hits of a longsword. I prefer skill and attack bonus to be a nice distance from the zero. +0 would be equivalent to the most pathetic individual with no knowledge of the task, improper tools, no knowledge of the tools needed, with no experience at the task. +0 should be something that is rare for actually PCs with only a few instances of such a bonus unless the player purpose forces it. [/QUOTE]
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Game design trap - Starting too close to zero.
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