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General Tabletop Discussion
*Dungeons & Dragons
Poll: What is a Level 1 PC?
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<blockquote data-quote="Lanefan" data-source="post: 6045458" data-attributes="member: 29398"><p>I'd say I've mostly already done all that. My pie-in-the-sky dream would be to drag the rest of the game along with me, but I'm not holding my breath... <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=":)" /> But the game I play now has but a passing similarity to the 1e D&D it started as in terms of rules or system; though the 1e high risk-high reward spirit is alive and well.</p><p>Classless? Never. Build every creature from the ground up? I'd love to, if I ever had the time. Instead I've been thinking of ways to split apart some of the things that make a creature tick - right now its level (if NPC) or HD (if monster) define a lot of things that would be better served by being separate: Combat skill, hit points or hit point range, saving throw capabilities, skills and abilities, to name some.</p><p></p><p>I'd prefer to be able to have an NPC Sneaky-type, for example, with the Thieving skills (open locks, pick pockets, etc.) of a 6th level Thief but the combat abilities of a commoner and the saving throws of a 9 HD monster. Now one could easily say it's my game and I can do what I want and it would be true, but the internal consistency of the game world falls apart unless I can define it all somehow.</p><p></p><p>For PCs this split would open up a bunch of options as well, which again would require an extensive re-design.</p><p>It is a bucketful of work. But it's just a big a bucketful to learn a whole new system and then tweak that to suit what I want, so it simply becomes a choice of which work I'd rather do.</p><p></p><p>Lanefan</p></blockquote><p></p>
[QUOTE="Lanefan, post: 6045458, member: 29398"] I'd say I've mostly already done all that. My pie-in-the-sky dream would be to drag the rest of the game along with me, but I'm not holding my breath... :) But the game I play now has but a passing similarity to the 1e D&D it started as in terms of rules or system; though the 1e high risk-high reward spirit is alive and well. Classless? Never. Build every creature from the ground up? I'd love to, if I ever had the time. Instead I've been thinking of ways to split apart some of the things that make a creature tick - right now its level (if NPC) or HD (if monster) define a lot of things that would be better served by being separate: Combat skill, hit points or hit point range, saving throw capabilities, skills and abilities, to name some. I'd prefer to be able to have an NPC Sneaky-type, for example, with the Thieving skills (open locks, pick pockets, etc.) of a 6th level Thief but the combat abilities of a commoner and the saving throws of a 9 HD monster. Now one could easily say it's my game and I can do what I want and it would be true, but the internal consistency of the game world falls apart unless I can define it all somehow. For PCs this split would open up a bunch of options as well, which again would require an extensive re-design. It is a bucketful of work. But it's just a big a bucketful to learn a whole new system and then tweak that to suit what I want, so it simply becomes a choice of which work I'd rather do. Lanefan [/QUOTE]
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Poll: What is a Level 1 PC?
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