Exactly, which is why roll-under worked there. It's 3e that wrecked it, as I noted before.
Lanefan
Yeah, you're right. I misread your comment while typing out my response earlier, so I'm sorry.
Exactly, which is why roll-under worked there. It's 3e that wrecked it, as I noted before.
Lanefan
Exactly.
I'm just saying, if it is common enough, it does save the system. Strong GURPS characters regularly have skill values in the mid-20s, and that's completely justifiable. For weapon skills, especially, given how you have to voluntarily take a penalty to give your target a penalty to its defense roll.We do this sort of thing all the time. For a particularly difficult Dex check, for example, you might need to roll under half your Dex. And true, this would make a roll-under meaningful if the stat you're rolling against is in the mid-20's...but it's uncommon enough that it doesn't save the system.
We do this sort of thing all the time. For a particularly difficult Dex check, for example, you might need to roll under half your Dex. And true, this would make a roll-under meaningful if the stat you're rolling against is in the mid-20's...but it's uncommon enough that it doesn't save the system.
Only when it's halved. Sometimes it's thirded. And most of the time it's straight roll-under or with a small + or - modifier.This erases the benefit of odd ability scores, though, which seems to be the benefit to a straight roll under.
All true. The beauty of roll-under, however, is that not everyone is going to max out the same stats and not all rolls are going to hit the same stat. So sure, sometimes someone will have a 95% chance of hitting it, but not all the time.Of course, within 5e bounded accuracy, rolling under the ability score is too easy — especially if you want to keep some sort of skill system intact. Maxing a stat in D&D still provides a 20% chance of failure on an easy check without proficiency. That's the same as rolling under a 16, which is the starting point for at least one stat on your average D&D character. And by 6th or 8th level, they'll be at 95% chance success.
We roll every time - point buy and array systems are not for us. And sometimes a 'skunk roll' is what ends up making a character fun/memorable/playable for as long as it lasts, depending where it gets put (I recommend wisdom!). But our current game rolls 5d6 drop 2, if I ever switch to 5e I'll probably go with 4d6 drop 1 or a near variant.Odd ability scores are probably my biggest complaint with 5e. Odd scores in stats that won't be advancing (anything but your top two stats, basically), are meaningless. Players with system knowledge will always avoid them, whereas beginning players will take the standard array and the basic human and wind up with a 9, 11, 13, 14,15,16. That pointlessly penalizes the beginner. 4d6 (drop lowest) is not my cup of tea, especially when players are unwilling to be saddled with the rare skunk roll. I'm sure you roll 3d6 with no cop-outs, but I don't think that's the group I game with.