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<blockquote data-quote="Herremann the Wise" data-source="post: 821200" data-attributes="member: 11300"><p>You present a few interesting ideas - and I believe "inconsistency" is the word you were looking for. Unfortunately, as you will see, the inconsistency is non-existent.</p><p></p><p>Randomness in terms of rolling dice effectively equates to fitting characters on a Bell Curve. In other words, a bell curve means that the majority of characters will be average while you have less people at the exceptional ends - be it good or bad.</p><p></p><p>Now you mention AC. The reason it is +10 is purely as an average. I can appreviate that you might want to have this randomly chosen but is that realistic? Factors affecting AC - such as Natural Armor and Dexterity - are already taken into account, giving the variation credibility. Given a choice of having a good AC because of credible instances - such as good dex - versus some unknown random factor is obvious, of clarity and more importantly, fair. As you can see, the randomness - of Dexterity - has been taken into account and is the main "variability" for AC.</p><p></p><p>Skill-points is another tricky issue. Again, the variability - in this case Intelligence - has been taken into account. If your character's dumb, they don't pick up very much do they. If they are very intelligent however, they are good at picking up skills.</p><p>The variability you crave has already been taken into account.</p><p></p><p>As for your last point of BAB/ Saves and Spell Slots, again, your ability scores provide the randomness and variability. The exception to this is the most generic stat, BAB. However, if you want to use this stat, it is used in Melee - in which case your Strength provides the variability - or as a Ranged attack - in which case Dexterity does the job.</p><p></p><p>Hopefully, you can see that the variability and randomness has been added in already. To put further vartiability based on some unknown random factor does not make much sense.</p><p></p><p>Sorry to paste your idea.</p><p></p><p>Best Regards</p><p>Herremann the Wise</p></blockquote><p></p>
[QUOTE="Herremann the Wise, post: 821200, member: 11300"] You present a few interesting ideas - and I believe "inconsistency" is the word you were looking for. Unfortunately, as you will see, the inconsistency is non-existent. Randomness in terms of rolling dice effectively equates to fitting characters on a Bell Curve. In other words, a bell curve means that the majority of characters will be average while you have less people at the exceptional ends - be it good or bad. Now you mention AC. The reason it is +10 is purely as an average. I can appreviate that you might want to have this randomly chosen but is that realistic? Factors affecting AC - such as Natural Armor and Dexterity - are already taken into account, giving the variation credibility. Given a choice of having a good AC because of credible instances - such as good dex - versus some unknown random factor is obvious, of clarity and more importantly, fair. As you can see, the randomness - of Dexterity - has been taken into account and is the main "variability" for AC. Skill-points is another tricky issue. Again, the variability - in this case Intelligence - has been taken into account. If your character's dumb, they don't pick up very much do they. If they are very intelligent however, they are good at picking up skills. The variability you crave has already been taken into account. As for your last point of BAB/ Saves and Spell Slots, again, your ability scores provide the randomness and variability. The exception to this is the most generic stat, BAB. However, if you want to use this stat, it is used in Melee - in which case your Strength provides the variability - or as a Ranged attack - in which case Dexterity does the job. Hopefully, you can see that the variability and randomness has been added in already. To put further vartiability based on some unknown random factor does not make much sense. Sorry to paste your idea. Best Regards Herremann the Wise [/QUOTE]
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