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<blockquote data-quote="MrGrenadine" data-source="post: 4359421" data-attributes="member: 62619"><p><strong>In defense of rolling dice</strong></p><p></p><p>At the risk of having a "grognard" label thrown at me, (tied to a heavy brick), I would say that rolling dice is always better, because random is better.</p><p></p><p>And why is random better? Because its a game, and more specifically to me, its an improvisational storytelling game, and way more fun to roll the dice, and hope for good rolls, and deal with bad rolls, and improvise the story as the successes and failures rack up.</p><p></p><p>So, I'm in favor of rolling attributes.</p><p>And rolling hp.</p><p>And rolling to hit.</p><p>And rolling damage.</p><p>And rolling skill checks, (take 10--bah!).</p><p></p><p>Automatic results might make for mathematically perfect balance between all characters and monsters, (boring!), and make for faster sessions, (why are we in a hurry?), but I don't like it. Let the game get a little swingy, and roleplay around the swings.</p><p></p><p>So...hand me the dice!</p><p></p><p>MrG</p></blockquote><p></p>
[QUOTE="MrGrenadine, post: 4359421, member: 62619"] [b]In defense of rolling dice[/b] At the risk of having a "grognard" label thrown at me, (tied to a heavy brick), I would say that rolling dice is always better, because random is better. And why is random better? Because its a game, and more specifically to me, its an improvisational storytelling game, and way more fun to roll the dice, and hope for good rolls, and deal with bad rolls, and improvise the story as the successes and failures rack up. So, I'm in favor of rolling attributes. And rolling hp. And rolling to hit. And rolling damage. And rolling skill checks, (take 10--bah!). Automatic results might make for mathematically perfect balance between all characters and monsters, (boring!), and make for faster sessions, (why are we in a hurry?), but I don't like it. Let the game get a little swingy, and roleplay around the swings. So...hand me the dice! MrG [/QUOTE]
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