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How to deal with a "true roleplayer".
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<blockquote data-quote="James Gasik" data-source="post: 8935925" data-attributes="member: 6877472"><p>Depends on the class, most classes gave you a 10% xp shift for a 16 in 2e, for example, but not all (The Druid doesn't get this benefit). Some classes were really fun about this; Rangers need 13 Strength, 13 Dexterity, 14 Constitution, and 14 Wisdom, and to get an xp bonus need a 16 in Strength, Dexterity <em>and</em> Wisdom!</p><p></p><p>It should be pointed out though that many characters won't have high ability scores, and they often need to be super high to do anything of substance. The Fighter with Strength 10 hits just as hard as the one with Strength 15 (though I imagine the Str 15 guy can have better armor).</p><p></p><p>Actually I once played a Str 9 Fighter; I specialized in a crossbow, since it wouldn't have let me add Strength to the damage anyways. Was it the best character? Far from it, but it was functional.</p><p></p><p>In modern D&D, you're supposed to have a 16 or better in your main ability score, in AD&D, not so much. And for some classes, a 16 gives you a fairly minor benefit, like +1 damage, or a bonus 2nd level spell slot which won't do anything for you at level 1. If you only have one really good ability score, some classes dictate that you put it someplace you wouldn't want to otherwise, like specialty wizards or Paladins.</p><p></p><p>So to a point, yeah, if you want to be a Fighter with a 17 Wisdom instead of Strength, sure you do you, you're not missing out on a lot. But the game hasn't been that way for 23 years now; you kind of really do want that 17 Strength, and the 17 Wisdom isn't going to do as much for you.</p><p></p><p>In the end, I'm thinking that my friend refuses to give up the old way of playing D&D. He likes Thac0, he likes rolling under your ability score for checks, he likes a huge list of Non-Weapon Proficiencies. He likes an equally huge table of bizarre weapons that most people will never use, from the khopesh to the bohemian ear spoon. He likes wonky subsystems and occasionally rolling d100 instead of d20. He likes the bonuses and penalties for each ability score being different, instead of exactly the same. </p><p></p><p>But for now, those days are gone, there's just no interest among my current group for going back in time to that bygone age. My friend complains all the time that he can't play D&D, and I'm going to have to be straight with him. If you want to play, then you have to understand that opportunities to live in the past are few and far between.</p></blockquote><p></p>
[QUOTE="James Gasik, post: 8935925, member: 6877472"] Depends on the class, most classes gave you a 10% xp shift for a 16 in 2e, for example, but not all (The Druid doesn't get this benefit). Some classes were really fun about this; Rangers need 13 Strength, 13 Dexterity, 14 Constitution, and 14 Wisdom, and to get an xp bonus need a 16 in Strength, Dexterity [I]and[/I] Wisdom! It should be pointed out though that many characters won't have high ability scores, and they often need to be super high to do anything of substance. The Fighter with Strength 10 hits just as hard as the one with Strength 15 (though I imagine the Str 15 guy can have better armor). Actually I once played a Str 9 Fighter; I specialized in a crossbow, since it wouldn't have let me add Strength to the damage anyways. Was it the best character? Far from it, but it was functional. In modern D&D, you're supposed to have a 16 or better in your main ability score, in AD&D, not so much. And for some classes, a 16 gives you a fairly minor benefit, like +1 damage, or a bonus 2nd level spell slot which won't do anything for you at level 1. If you only have one really good ability score, some classes dictate that you put it someplace you wouldn't want to otherwise, like specialty wizards or Paladins. So to a point, yeah, if you want to be a Fighter with a 17 Wisdom instead of Strength, sure you do you, you're not missing out on a lot. But the game hasn't been that way for 23 years now; you kind of really do want that 17 Strength, and the 17 Wisdom isn't going to do as much for you. In the end, I'm thinking that my friend refuses to give up the old way of playing D&D. He likes Thac0, he likes rolling under your ability score for checks, he likes a huge list of Non-Weapon Proficiencies. He likes an equally huge table of bizarre weapons that most people will never use, from the khopesh to the bohemian ear spoon. He likes wonky subsystems and occasionally rolling d100 instead of d20. He likes the bonuses and penalties for each ability score being different, instead of exactly the same. But for now, those days are gone, there's just no interest among my current group for going back in time to that bygone age. My friend complains all the time that he can't play D&D, and I'm going to have to be straight with him. If you want to play, then you have to understand that opportunities to live in the past are few and far between. [/QUOTE]
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