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<blockquote data-quote="scars_of_carma" data-source="post: 5035432" data-attributes="member: 86822"><p>That could work except the minimum stat would be a 9 instead of an 8. </p><p> </p><p></p><p> </p><p>That's true but my old group was spoiled. They used the 4d6 subtract the lowest, re-roll ones, if you roll 4 identical numbers add them all together. Typically the DM would throw out 4-8 points, per player, on top of those stats even to balance out the lower sets with the higher sets.</p><p> </p><p>As a result our old group had rediculously high stats all the time. I didn't want the same level of power gaming when I introduced my new world. At least with the 2d20 they think they could get a high stat but on average they dont. It was a compromise and I do admit it allows humans to have higher-then-normal starting stats. </p><p> </p><p></p><p> </p><p></p><p> </p><p>Ever since 3e came out and I saw the pictures of what Wizards thought armor should look like it's made me grumpy... they turned armor that was once something based on real armor into fantasy nonsense armor. </p><p> </p><p>The Wizards attitude about armor ruined the tradition of D&D. For example:</p><p>- If your rogue character doesn't choose to wear a helm does that mean they can opt to leave the helm at the armory and get a discount? </p><p> </p><p>- If your fighters helm gets knocked off into a a pit of lava do you even know how much a replacement costs or how much weight is lost?</p><p> </p><p>3e players treat armor like a middle-earth fashion accessory. In 2e armor was a big deal and players knew what a greave and a coif was! I'm trying to bring something of that tradition back without imposing the old 2e system that new D&D players can't comprehend and have no desire to learn. </p><p> </p><p>If I really wanted to go all-out I would make the rest of the armor have hardness/hit points not just the helms. I would even make players keep track of which part of their armor got damaged in case an enemy notices a weak spot and tries to go for a called shot. </p><p> </p><p>As for my class rules, I am just trying to discourage the rampant multiclassing, min-max'ing, that happens in 3e. I want players to pick a class and do their best to make the best of it making that class an important part of their characters identity. </p><p> </p><p></p><p> </p><p>My combat rules are harsh I know that. I want my players to fear death and combat in general. Combat should only be done when the characters <em>need</em> to be brave and risk their lives. Not just when they decided they need to hunt for more experience points. </p><p> </p><p>I balance this out by rewarding good roleplaying and problem-solving a lot more. If a group has to make a decision to avoid a dangerous monster thats too risky to fight the players shouldn't feel like they are jipping themselves out of a lot of xp. </p><p> </p><p>I designed <strong><em>Power attack</em></strong>, <strong><em>criticals</em></strong> and <strong><em>called shots</em></strong> to have the same effects. It balances rogues and fighters much better this way. </p><p> </p><p>As for high-level players doing a lot of combat... if a high level fighter swats something weaker then them they better be able to kill it otherwise it doesn't make sense that they became so high-level in the first place... By the same token however... even a high level fighter should consider that anything could get lucky and kill them in one hit. Once again that brings back the proper <em>need</em> to fight or not need to fight motivation.</p></blockquote><p></p>
[QUOTE="scars_of_carma, post: 5035432, member: 86822"] That could work except the minimum stat would be a 9 instead of an 8. That's true but my old group was spoiled. They used the 4d6 subtract the lowest, re-roll ones, if you roll 4 identical numbers add them all together. Typically the DM would throw out 4-8 points, per player, on top of those stats even to balance out the lower sets with the higher sets. As a result our old group had rediculously high stats all the time. I didn't want the same level of power gaming when I introduced my new world. At least with the 2d20 they think they could get a high stat but on average they dont. It was a compromise and I do admit it allows humans to have higher-then-normal starting stats. Ever since 3e came out and I saw the pictures of what Wizards thought armor should look like it's made me grumpy... they turned armor that was once something based on real armor into fantasy nonsense armor. The Wizards attitude about armor ruined the tradition of D&D. For example: - If your rogue character doesn't choose to wear a helm does that mean they can opt to leave the helm at the armory and get a discount? - If your fighters helm gets knocked off into a a pit of lava do you even know how much a replacement costs or how much weight is lost? 3e players treat armor like a middle-earth fashion accessory. In 2e armor was a big deal and players knew what a greave and a coif was! I'm trying to bring something of that tradition back without imposing the old 2e system that new D&D players can't comprehend and have no desire to learn. If I really wanted to go all-out I would make the rest of the armor have hardness/hit points not just the helms. I would even make players keep track of which part of their armor got damaged in case an enemy notices a weak spot and tries to go for a called shot. As for my class rules, I am just trying to discourage the rampant multiclassing, min-max'ing, that happens in 3e. I want players to pick a class and do their best to make the best of it making that class an important part of their characters identity. My combat rules are harsh I know that. I want my players to fear death and combat in general. Combat should only be done when the characters [I]need[/I] to be brave and risk their lives. Not just when they decided they need to hunt for more experience points. I balance this out by rewarding good roleplaying and problem-solving a lot more. If a group has to make a decision to avoid a dangerous monster thats too risky to fight the players shouldn't feel like they are jipping themselves out of a lot of xp. I designed [B][I]Power attack[/I][/B], [B][I]criticals[/I][/B] and [B][I]called shots[/I][/B] to have the same effects. It balances rogues and fighters much better this way. As for high-level players doing a lot of combat... if a high level fighter swats something weaker then them they better be able to kill it otherwise it doesn't make sense that they became so high-level in the first place... By the same token however... even a high level fighter should consider that anything could get lucky and kill them in one hit. Once again that brings back the proper [I]need[/I] to fight or not need to fight motivation. [/QUOTE]
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