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How has D&D changed over the decades?
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<blockquote data-quote="Lanefan" data-source="post: 8570387" data-attributes="member: 29398"><p>Other than racial min-maxes, which we've dealt with in such a way as to shift the 3-18 bell curve to whatever range that race would have for that stat, this is largely how we've always done it and still do.</p><p></p><p>Roll stats (and rearrange) - check. (and yes, an extremely low stat can force a class)</p><p>Roll hit points - check.</p><p>Roll starting wealth for raw 1st-levels - check. (starting wealth for new higher-level types is also randomized but the DM deals with that)</p><p>Roll for spells known - check. (using the 1e DMG guidelines: one offensive, one defensive, one or two neutral, and <em>Read Magic)</em></p><p>Roll for secondary skill - check*.</p><p>Roll for age, height, and weight - check*.</p><p></p><p>Also:</p><p></p><p>Roll for number of non-native languages known, and what they are - check*.</p><p>Roll for literacy - check. (though mages as a function of class are automatically literate in their native language)</p><p>Roll for "attributes and quirks"^ - check, though this one can be skipped if a player so desires.</p><p></p><p>* - for these you can choose from a close-to-average range (or for secondary skills and languages, from a list of basics) OR you can roll with the chance of getting something more extreme/interesting.</p><p></p><p>^ - this is a grab-bag table of things beneficial and baneful, everything from "snores loudly" to "is very short-sighted" to "has an extra finger on each hand" to "has high (or low) tolerance for [cold-heat-bright light]" to "can innately detect magic if very close to its source" to "gets seasick very easily", etc. It's completely optional but IME most players roll on this table for every PC they create.</p></blockquote><p></p>
[QUOTE="Lanefan, post: 8570387, member: 29398"] Other than racial min-maxes, which we've dealt with in such a way as to shift the 3-18 bell curve to whatever range that race would have for that stat, this is largely how we've always done it and still do. Roll stats (and rearrange) - check. (and yes, an extremely low stat can force a class) Roll hit points - check. Roll starting wealth for raw 1st-levels - check. (starting wealth for new higher-level types is also randomized but the DM deals with that) Roll for spells known - check. (using the 1e DMG guidelines: one offensive, one defensive, one or two neutral, and [I]Read Magic)[/I] Roll for secondary skill - check*. Roll for age, height, and weight - check*. Also: Roll for number of non-native languages known, and what they are - check*. Roll for literacy - check. (though mages as a function of class are automatically literate in their native language) Roll for "attributes and quirks"^ - check, though this one can be skipped if a player so desires. * - for these you can choose from a close-to-average range (or for secondary skills and languages, from a list of basics) OR you can roll with the chance of getting something more extreme/interesting. ^ - this is a grab-bag table of things beneficial and baneful, everything from "snores loudly" to "is very short-sighted" to "has an extra finger on each hand" to "has high (or low) tolerance for [cold-heat-bright light]" to "can innately detect magic if very close to its source" to "gets seasick very easily", etc. It's completely optional but IME most players roll on this table for every PC they create. [/QUOTE]
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