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"'Kill it before it grows'...he said 'Kill it before it grows'..."
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<blockquote data-quote="Salamandyr" data-source="post: 5777315" data-attributes="member: 40233"><p>I want to see rolling for attributes and point buy both supported, as well as one or two "default array" arrangements. Hopefully, however they do it. It will be easier to have lots of moderately high abilities, or one or two really good abilities and a load of mediocre ones. Also, I want a de-emphasis of attributes compared to other factors. A high score should be nice, but not mandatory. This is done by making the bonuses smaller, BECMI style.</p><p></p><p>I wanna see a hard cap of 18 on attributes, maybe 19 or 20 for demihumans, given an attribute bonus.</p><p></p><p>I doubt that they'll re-introduce differing xp progressions, even as an option. And I'm fine with that, as long as a level of one class is roughly equivalent to a level of one class is about equivalent in power to a level in another class. In 1/2e, it was pretty much recognized that a level of thief was worth a lot less than a level of fighter, or a level of magic user, so they got that balanced by being able to be a level or two ahead. If you looke at the OD&D charts, over the life of the character, the cleric and the thief have the same hit points. (Not that module writers of the time realized this. If you look at most TSR mods, the thief is the lowest level character of the pregenerated ones provided. Back in the day I never looked at xp as a balancing factor, and by the looks of it, neither did TSR.)</p><p></p><p>When 3e normalized the xp charts, that was fine, but they didn't normalize the power level. The rogue got his climbing and stealth stolen, among a lot of other factors, and didn't get much to make up for the exchange. And now everyone advanced as fast as he did. 4e balanced it out I believe.</p><p></p><p>I'd definitely like to see lethality return to D&D, achieved primarily by cutting hit points by a considerable margin. Then I'd like to see potentially devastating affects attack those hit points, with a special effect if they're exceeded. For instance, perhaps a medusa's gaze does a large hp attack, like 10d6 (vs an average character hp of 30-40 hp). If the damage exceeds your hp, you're turned to stone, but if it doesn't, you've successfully avoided the attack and take no penalty, including damage-it's not a REAL damaging attack, just a way of measuring the attack's power against your characters current "not allowed to die field".</p></blockquote><p></p>
[QUOTE="Salamandyr, post: 5777315, member: 40233"] I want to see rolling for attributes and point buy both supported, as well as one or two "default array" arrangements. Hopefully, however they do it. It will be easier to have lots of moderately high abilities, or one or two really good abilities and a load of mediocre ones. Also, I want a de-emphasis of attributes compared to other factors. A high score should be nice, but not mandatory. This is done by making the bonuses smaller, BECMI style. I wanna see a hard cap of 18 on attributes, maybe 19 or 20 for demihumans, given an attribute bonus. I doubt that they'll re-introduce differing xp progressions, even as an option. And I'm fine with that, as long as a level of one class is roughly equivalent to a level of one class is about equivalent in power to a level in another class. In 1/2e, it was pretty much recognized that a level of thief was worth a lot less than a level of fighter, or a level of magic user, so they got that balanced by being able to be a level or two ahead. If you looke at the OD&D charts, over the life of the character, the cleric and the thief have the same hit points. (Not that module writers of the time realized this. If you look at most TSR mods, the thief is the lowest level character of the pregenerated ones provided. Back in the day I never looked at xp as a balancing factor, and by the looks of it, neither did TSR.) When 3e normalized the xp charts, that was fine, but they didn't normalize the power level. The rogue got his climbing and stealth stolen, among a lot of other factors, and didn't get much to make up for the exchange. And now everyone advanced as fast as he did. 4e balanced it out I believe. I'd definitely like to see lethality return to D&D, achieved primarily by cutting hit points by a considerable margin. Then I'd like to see potentially devastating affects attack those hit points, with a special effect if they're exceeded. For instance, perhaps a medusa's gaze does a large hp attack, like 10d6 (vs an average character hp of 30-40 hp). If the damage exceeds your hp, you're turned to stone, but if it doesn't, you've successfully avoided the attack and take no penalty, including damage-it's not a REAL damaging attack, just a way of measuring the attack's power against your characters current "not allowed to die field". [/QUOTE]
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