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Sacred Cows You Hope Die?
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<blockquote data-quote="outsider" data-source="post: 3723015" data-attributes="member: 54690"><p>I hate rolling for abilities because I should have total control over the definition of my own character. Character creation is important. Your character is supposed to be something you enjoy playing both mechanically and personality wise. If you get a bad set of rolls, you are going to be stuck with them for the duration of your character, which, depending on the campaign, could be a year or more. A bad set of rolls can basically cripple both the mechanics and personality of the character you had in mind, and I tend to have something very specific in mind on both counts when I'm building a character. I'll often think about a character for 3 days or more before committing it to paper. I hate suddenly finding out that I can't be the character I've spent the last 3 days getting attached to.</p><p></p><p>Note that "a bad set of rolls" doesn't even neccessarily mean low rolls to me. I have almost as much of an issue with the dice handing me 3 17s as I do with them handing me nothing over a 12. I usually don't want to play a character that is enormously naturally gifted in several areas. All I want is to play the character I had in mind. Why should I have to get permission from the dice to play it?</p><p></p><p></p><p></p><p>Interesting question. I don't think I'd like D&D without randomness, but I generally try to avoid randomness when at all possible. I use take 10 and take 20 whenever I can. I play alot of rogues, and I always take skill mastery at level 10 just so I don't have to hear a dm say "no, you can't take 10 on this roll". I'm not sure where I draw the line, I just know I haven't hit it yet. Rolling is fun. I just don't trust the dice. If that makes any sense.</p></blockquote><p></p>
[QUOTE="outsider, post: 3723015, member: 54690"] I hate rolling for abilities because I should have total control over the definition of my own character. Character creation is important. Your character is supposed to be something you enjoy playing both mechanically and personality wise. If you get a bad set of rolls, you are going to be stuck with them for the duration of your character, which, depending on the campaign, could be a year or more. A bad set of rolls can basically cripple both the mechanics and personality of the character you had in mind, and I tend to have something very specific in mind on both counts when I'm building a character. I'll often think about a character for 3 days or more before committing it to paper. I hate suddenly finding out that I can't be the character I've spent the last 3 days getting attached to. Note that "a bad set of rolls" doesn't even neccessarily mean low rolls to me. I have almost as much of an issue with the dice handing me 3 17s as I do with them handing me nothing over a 12. I usually don't want to play a character that is enormously naturally gifted in several areas. All I want is to play the character I had in mind. Why should I have to get permission from the dice to play it? Interesting question. I don't think I'd like D&D without randomness, but I generally try to avoid randomness when at all possible. I use take 10 and take 20 whenever I can. I play alot of rogues, and I always take skill mastery at level 10 just so I don't have to hear a dm say "no, you can't take 10 on this roll". I'm not sure where I draw the line, I just know I haven't hit it yet. Rolling is fun. I just don't trust the dice. If that makes any sense. [/QUOTE]
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