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Point Buy vs Rolling for Stats
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<blockquote data-quote="Arial Black" data-source="post: 7260730" data-attributes="member: 6799649"><p><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p></p><p>I actually used to own the 'Hercules and Xena' RPG, where all the regular heroes in the show were playable PCs. Hercules actually had a +10 Strength score. No game mechanics allowed that at character creation, but since they were statting up Hercules...!</p><p></p><p>The game did have a mechanic I liked: when you rolled to hit, when you hit then you did a set amount of damage based on your weapon (so, a longsword did 8 flat damage), but did one point of extra damage for each point past the required number to hit. For example, if you needed a 12 to hit with your longsword and rolled a 12 then you did 8 damage, but if you rolled a 17 then you did 8 (longsword) + 5 (your attack roll of 17 is 5 more than the 12 required) = 13. It meant that more skillful people tended to do more damage on a hit than less skillful people, which addresses one of the historical drawbacks of D&D combat as far as I was concerned. It always bothered me that in D&D a 20th level fighter with 16 Str does exactly the same damage on a hit as a 1st level fighter with 16 Str, or even a commoner who rolled 16 on 3d6 for his Str score. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p></p><p>So, yeah, someone played Xena, someone played Joxer. Which reflects D&D from its inception, where some players rolled better than others.</p><p></p><p>The fact that this variation realistically represents variations in real groups of people, or (perhaps more pertinently) variations in the groups of heroes in our fantasy books/films/TV shows, is a feature not a bug.</p></blockquote><p></p>
[QUOTE="Arial Black, post: 7260730, member: 6799649"] :D I actually used to own the 'Hercules and Xena' RPG, where all the regular heroes in the show were playable PCs. Hercules actually had a +10 Strength score. No game mechanics allowed that at character creation, but since they were statting up Hercules...! The game did have a mechanic I liked: when you rolled to hit, when you hit then you did a set amount of damage based on your weapon (so, a longsword did 8 flat damage), but did one point of extra damage for each point past the required number to hit. For example, if you needed a 12 to hit with your longsword and rolled a 12 then you did 8 damage, but if you rolled a 17 then you did 8 (longsword) + 5 (your attack roll of 17 is 5 more than the 12 required) = 13. It meant that more skillful people tended to do more damage on a hit than less skillful people, which addresses one of the historical drawbacks of D&D combat as far as I was concerned. It always bothered me that in D&D a 20th level fighter with 16 Str does exactly the same damage on a hit as a 1st level fighter with 16 Str, or even a commoner who rolled 16 on 3d6 for his Str score. :D So, yeah, someone played Xena, someone played Joxer. Which reflects D&D from its inception, where some players rolled better than others. The fact that this variation realistically represents variations in real groups of people, or (perhaps more pertinently) variations in the groups of heroes in our fantasy books/films/TV shows, is a feature not a bug. [/QUOTE]
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