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Community
General Tabletop Discussion
*Dungeons & Dragons
Is Seven Abilities Too Many for a D&D Feel and/or Comfortable Generation?
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<blockquote data-quote="Cadence" data-source="post: 8531689" data-attributes="member: 6701124"><p>So, my endless mulling over abilities continues (Should Dex be split? Can Str and Con be merged? Where should melee to hit go? Do we need Int? Where do the ones related to magic sensitivity belong? Is size a reasonable number to add? What exactly does Charisma do? Should some things depend on size? And many, many more.)</p><p></p><p>Anyway, I'm plodding towards a homebrew hack of D&D that I would like to still have a "D&D feel" even if it changes some things pretty substantially. One of my questions for this is about how it feels to keep track of abilities and divvy up the points or roll the dice for generation. </p><p></p><p>So, the three main questions:</p><p></p><p>1) Would adding a seventh ability add a lot of complexity to that part of character creation? Is it already a bit fiddly to take a point total and split it among six things?</p><p></p><p>2) Is there something magic about six for the D&D feel to you? (I mean they tried adding comeliness back in 1e). Or does the number of them not matter?</p><p></p><p>3) Would it be bad or good if each class really had two stats that were particularly helpful instead of just having one that they really lean on?</p><p></p><p>And then two more going for if they would break the D&D feel for you, and not necessarily if they would work in terms of mechanics. </p><p></p><p>4) What is your gut reaction to splitting Dexterity into something like Dexterity (Coordination/Aim) and Agility (Reaction/Acrobatics) ? </p><p></p><p>5) What is your gut reaction to merging Strength and Constitution so that handled both weight training and cardio type fitness?</p></blockquote><p></p>
[QUOTE="Cadence, post: 8531689, member: 6701124"] So, my endless mulling over abilities continues (Should Dex be split? Can Str and Con be merged? Where should melee to hit go? Do we need Int? Where do the ones related to magic sensitivity belong? Is size a reasonable number to add? What exactly does Charisma do? Should some things depend on size? And many, many more.) Anyway, I'm plodding towards a homebrew hack of D&D that I would like to still have a "D&D feel" even if it changes some things pretty substantially. One of my questions for this is about how it feels to keep track of abilities and divvy up the points or roll the dice for generation. So, the three main questions: 1) Would adding a seventh ability add a lot of complexity to that part of character creation? Is it already a bit fiddly to take a point total and split it among six things? 2) Is there something magic about six for the D&D feel to you? (I mean they tried adding comeliness back in 1e). Or does the number of them not matter? 3) Would it be bad or good if each class really had two stats that were particularly helpful instead of just having one that they really lean on? And then two more going for if they would break the D&D feel for you, and not necessarily if they would work in terms of mechanics. 4) What is your gut reaction to splitting Dexterity into something like Dexterity (Coordination/Aim) and Agility (Reaction/Acrobatics) ? 5) What is your gut reaction to merging Strength and Constitution so that handled both weight training and cardio type fitness? [/QUOTE]
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Community
General Tabletop Discussion
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Is Seven Abilities Too Many for a D&D Feel and/or Comfortable Generation?
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