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<blockquote data-quote="Kerrick" data-source="post: 5036007" data-attributes="member: 4722"><p>4d6, reroll 1, and drop the low die is a perfectly reasonable system. Where your DM went wrong is allowing the "if you roll 4 of identical numbers, add them all" and adding 4-8 on top of that. My old DM used the 4d6 system; we ended up with slightly-above-average stats (11-16, with the occasional 17-18). Standard PHB method is roll 4d6 and drop the low die.</p><p> </p><p></p><p>No argument there. I blame Todd Lockwood - not that he isn't a talented artist, but his depictions of armor are completely unrealistic.</p><p> </p><p></p><p><img src="http://www.enworld.org/forum/images/smilies/laugh.png" class="smilie" loading="lazy" alt=":lol:" title="Laughing :lol:" data-shortname=":lol:" /></p><p></p><p></p><p>Handwave it, or make a judgment call. Something like that would happen so rarely as to be a non-event.</p><p> </p><p></p><p>That's cool. Just don't go overboard with it. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p> </p><p></p><p>Like I said... don't go overboard. PCs are most often the ones wearing armor (unless you plan on using a lot of humanoid opponents), so they're the ones who will suffer from such a system.</p><p> </p><p></p><p>Amen to that. <shameless plug>You should check out <a href="http://project-phoenix.wikidot.com/" target="_blank">Project Phoenix</a>. It attempts to achieve much the same thing.</shameless plug></p><p> </p><p></p><p>If you reward smart decisions with XP, they won't feel that way. Let me tell you a story:</p><p></p><p>Many years ago, I played in a Rifts campaign. Rifts, if you're not familiar with it, is a post-apocalyptic sci-fi game that takes place on Earth. Our group was on a mission to collect several artifacts for our patron; one of them took us to Dachau (yes, the German concentration camp) to recover an item that was in the showers. We got there to find a large military base in the valley below. A large, <em>well-guarded</em> military base. I came up with an idea: "Hey, let's scout around and get an idea of what we're up against." So we walked around the edge of the valley... and what did we find? The ruins of Old Dachau, the original camp. We found the showers, recovered the artifact, and got away without firing a single shot. The DM was so impressed that he gave us 2,000 XP (IIRC, it was enough to bump us up a level).</p><p></p><p></p><p>Crits are random and special - it's kind of hard to balance them against anything. I made up a called shot system not too long ago that looks pretty close to yours, but after people told me that it would penalize the PCs more than the monsters, I dropped it. It's the same with random critical effects - the PCs will be involved in far more battles than the bad guys, and thus bad luck will catch up with them more quickly.</p></blockquote><p></p>
[QUOTE="Kerrick, post: 5036007, member: 4722"] 4d6, reroll 1, and drop the low die is a perfectly reasonable system. Where your DM went wrong is allowing the "if you roll 4 of identical numbers, add them all" and adding 4-8 on top of that. My old DM used the 4d6 system; we ended up with slightly-above-average stats (11-16, with the occasional 17-18). Standard PHB method is roll 4d6 and drop the low die. No argument there. I blame Todd Lockwood - not that he isn't a talented artist, but his depictions of armor are completely unrealistic. :lol: Handwave it, or make a judgment call. Something like that would happen so rarely as to be a non-event. That's cool. Just don't go overboard with it. :) Like I said... don't go overboard. PCs are most often the ones wearing armor (unless you plan on using a lot of humanoid opponents), so they're the ones who will suffer from such a system. Amen to that. <shameless plug>You should check out [url=http://project-phoenix.wikidot.com/]Project Phoenix[/url]. It attempts to achieve much the same thing.</shameless plug> If you reward smart decisions with XP, they won't feel that way. Let me tell you a story: Many years ago, I played in a Rifts campaign. Rifts, if you're not familiar with it, is a post-apocalyptic sci-fi game that takes place on Earth. Our group was on a mission to collect several artifacts for our patron; one of them took us to Dachau (yes, the German concentration camp) to recover an item that was in the showers. We got there to find a large military base in the valley below. A large, [I]well-guarded[/I] military base. I came up with an idea: "Hey, let's scout around and get an idea of what we're up against." So we walked around the edge of the valley... and what did we find? The ruins of Old Dachau, the original camp. We found the showers, recovered the artifact, and got away without firing a single shot. The DM was so impressed that he gave us 2,000 XP (IIRC, it was enough to bump us up a level). Crits are random and special - it's kind of hard to balance them against anything. I made up a called shot system not too long ago that looks pretty close to yours, but after people told me that it would penalize the PCs more than the monsters, I dropped it. It's the same with random critical effects - the PCs will be involved in far more battles than the bad guys, and thus bad luck will catch up with them more quickly. [/QUOTE]
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