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*Pathfinder & Starfinder
Pre-3e mechanics vs d20 system mechanics
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<blockquote data-quote="houser2112" data-source="post: 7448045" data-attributes="member: 664"><p>Unified mechanics all the way. It's ironic that grognards who dislike the complexity of 3.PF would want to retain the old mess that was pre-3,0:</p><p></p><p>Low THAC0 is good, low save thresholds are good, high ability scores are good. Roll high when you swing your sword, roll low when you're picking a lock. Roll under your unmodified Dexterity score to catch the goblet that fell off the table (how the average DM would probably resolve something that wasn't covered by a non-weapon proficiency), roll under your ability score <em>as if it was 3 lower than it actually is</em> when trying to use this non-weapon proficiency, roll under your ability score <em>as if it was 3 higher than it actually is</em> for this other non-weapon proficiency. Roll a d20 when you swing your sword, resist the wizard's charm, or dodge the dragons's breath weapon. Roll % to disarm a trap or survive resurrection. Roll a d6 to notice secret doors. Roll a d10 to determine initiative.</p></blockquote><p></p>
[QUOTE="houser2112, post: 7448045, member: 664"] Unified mechanics all the way. It's ironic that grognards who dislike the complexity of 3.PF would want to retain the old mess that was pre-3,0: Low THAC0 is good, low save thresholds are good, high ability scores are good. Roll high when you swing your sword, roll low when you're picking a lock. Roll under your unmodified Dexterity score to catch the goblet that fell off the table (how the average DM would probably resolve something that wasn't covered by a non-weapon proficiency), roll under your ability score [i]as if it was 3 lower than it actually is[/i] when trying to use this non-weapon proficiency, roll under your ability score [i]as if it was 3 higher than it actually is[/i] for this other non-weapon proficiency. Roll a d20 when you swing your sword, resist the wizard's charm, or dodge the dragons's breath weapon. Roll % to disarm a trap or survive resurrection. Roll a d6 to notice secret doors. Roll a d10 to determine initiative. [/QUOTE]
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Pre-3e mechanics vs d20 system mechanics
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