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Point Buy vs Rolling for Stats
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<blockquote data-quote="Tony Vargas" data-source="post: 7224292" data-attributes="member: 996"><p>Noted.</p><p></p><p> Ugh.</p><p></p><p> This was a big one for me. A lot of stuff scales with level. Your hps, attack rolls, and saves, most notably. But also some of 1e's other quixotic sub-systems, like detecting an invisible creature or noticing you were just pick-pocketed. </p><p></p><p>It just never made sense for a seasoned adventurer to get tougher and tougher, better and better at fighting (even if he did nothing his whole career but stand in the back and cast) but stay clutzy or naive or oblivious.</p><p></p><p> That was another bad thing about the roll-under system, it often gave you a much easier roll than some corresponding 'special' ability. Bend bars/lift games is an example. Sneaking past something with a roll under DEX for a 17 DEX low-level thief, for another. </p><p></p><p>And, of course, it just added to the perennial problem of TSR era D&D, unnecessarily baroque resolution systems. </p><p></p><p>d20's standardization on d20 + bonuses vs DC was a huge improvement.</p><p></p><p> It's simpler to say that. But, roll-high-without-going-over makes it easier to handle comparative success and varying difficulty. Say you have several characters vying to do something that you rule is a DEX check. Those who roll over fail, those who roll under subtract the result of the die from their score to figure out how much they 'made it by.' If you're rolling high w/o going over those who don't roll over just compare results, highest wins.</p><p></p><p>But either way, it's just awful compared to the d20 core mechanic, which is not exactly outstanding, itself.</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 7224292, member: 996"] Noted. Ugh. This was a big one for me. A lot of stuff scales with level. Your hps, attack rolls, and saves, most notably. But also some of 1e's other quixotic sub-systems, like detecting an invisible creature or noticing you were just pick-pocketed. It just never made sense for a seasoned adventurer to get tougher and tougher, better and better at fighting (even if he did nothing his whole career but stand in the back and cast) but stay clutzy or naive or oblivious. That was another bad thing about the roll-under system, it often gave you a much easier roll than some corresponding 'special' ability. Bend bars/lift games is an example. Sneaking past something with a roll under DEX for a 17 DEX low-level thief, for another. And, of course, it just added to the perennial problem of TSR era D&D, unnecessarily baroque resolution systems. d20's standardization on d20 + bonuses vs DC was a huge improvement. It's simpler to say that. But, roll-high-without-going-over makes it easier to handle comparative success and varying difficulty. Say you have several characters vying to do something that you rule is a DEX check. Those who roll over fail, those who roll under subtract the result of the die from their score to figure out how much they 'made it by.' If you're rolling high w/o going over those who don't roll over just compare results, highest wins. But either way, it's just awful compared to the d20 core mechanic, which is not exactly outstanding, itself. [/QUOTE]
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