Henry
Autoexreginated
I want the part of my life back that I lost reading this crap.
Caveat Spector?
I want the part of my life back that I lost reading this crap.
I can't tell if you're serious.
Is that really the most memorable trap your DM came up with?
Well, the last was as a matter of historical fact not Gygax's design -- and someone has been arguing that such exclusivity is just what's missing in the "homogeneity" of 4e.
The first stands to common sense. If a covering of leaves is what keeps one from seeing a steel-jawed trap, then removing the leaves permits one to see it. A ranger, or a character with secondary skill as forester, hunter or trapper, might have a special chance of noting signs of the trap even while it is well camouflaged.
The surest way to avoid getting killed by poison is to avoid poison, and the blind can't be petrified by meeting Medusa's gaze. Having the second chance of a "saving throw" is handy, though! Getting a "save" where others don't is an advantage when failure often means death (as with booby-trapped treasure chests).
What part of GURPS is equivalent to +1/2 level to all skills, saves and attacks?I've never heard anyone complain about sameyness in their GURPS characters.
Who says there is one correct response? It depends on what the persons wants from their gaming experience.Some people are claiming that it does and others claim that it doesn't. I'm on the fence. I don't know.
I strongly disagree that point buy systems in any way show this to be wrong.But, I do disagree with the basic premise that mechanical diversity is required in order to make diverse characters. Skill based, or point buy systems show that to be wrong.
To the whole mechanical diversity thing here, what of the pre-3E Fighter? Take a single classed Fighter from any edition of D&D prior to 3E, and what really differentiated them from other Fighters? Take away stats, and focus on the class itself and what do you see?
That's my own experience, too. One feature built into 4e (and strongly encouraged in Champions) is that all characters are of the same basic type -- the "combat monster" -- that in other games might be just one of several.There are any number of systems where every character has access to exactly the same mechanics with no variation at all. ... Yet, the variety of characters in those systems is pretty wide.
Choice of Weapon to Specialize in?
The problem isn't that all fighters feel alike; that's a given. Its that other classes feel like fighters as well. They all resolve all their attacks like a fighter does. They advance levels like fighters do, gaining powers and feats at the same rate as fighters. They improve their to-hit, AC, skills and saves at the same rate as fighters. Heck, most of them have the same number of trained skills as fighters!
I didn't give any example.I work with the materials that you give me. Crappy example, crappy trap![]()