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<blockquote data-quote="Crazy Jerome" data-source="post: 5777496" data-attributes="member: 54877"><p>I want same generation where easy or necessary, different everywhere else. Of course, I'm well aware that "necessary" is going to have different criteria for everyone, and is thus a cop out, but you must start somewhere. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p> </p><p>But mainly, what I want is ruthless exclusion of derived stats as much as possible, from PCs and other creatures alike. I think some details and complications and decisions on PC generation is wanted by lot of players, and must be supported by at least optional systems. But as far as I know, very few players really get a grand time out of the <strong>accounting</strong> that sometimes accompanies that generation. (Maybe some of the char op people do, as a necessary complication in finding every edge.) </p><p> </p><p>One of the byproducts of such an effort would be that a lot of times it would be natural and easy to keep things the same, and in the places where you needed some differences for those that want quicker monster generation, the differences would not be as pronounced. </p><p> </p><p>Ironically though, even though this would satisfy the stated desires of a lot of the views expressed in this topic thus far, I doubt many would go for it. For example, it means that you have to treat weapons as discrete things, and their properties are not necessarily the traditional damage, with perhaps magical adjustments to hit. Instead, you've got some fighter with his weapon skills determining entirely his chance to hit and damage, but perhaps the individual weapons providing separate benefits (an axe crits more in certain circumstances or whatever). So when the fighter gets disarmed, his axe goes flying, and an orc grabs it, the stats aren't recalculated at all. But now the orc can take advantage of the axe properties until someone takes it away from him. Or you might do it another way. But however you do it, "to hit" bonuses can't be on the axe and the creatures. </p><p> </p><p>So maybe that is too extreme. But less accounting throughout! Then determine how to reconcile this issue. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f60e.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":cool:" title="Cool :cool:" data-smilie="6"data-shortname=":cool:" /></p></blockquote><p></p>
[QUOTE="Crazy Jerome, post: 5777496, member: 54877"] I want same generation where easy or necessary, different everywhere else. Of course, I'm well aware that "necessary" is going to have different criteria for everyone, and is thus a cop out, but you must start somewhere. :D But mainly, what I want is ruthless exclusion of derived stats as much as possible, from PCs and other creatures alike. I think some details and complications and decisions on PC generation is wanted by lot of players, and must be supported by at least optional systems. But as far as I know, very few players really get a grand time out of the [B]accounting[/B] that sometimes accompanies that generation. (Maybe some of the char op people do, as a necessary complication in finding every edge.) One of the byproducts of such an effort would be that a lot of times it would be natural and easy to keep things the same, and in the places where you needed some differences for those that want quicker monster generation, the differences would not be as pronounced. Ironically though, even though this would satisfy the stated desires of a lot of the views expressed in this topic thus far, I doubt many would go for it. For example, it means that you have to treat weapons as discrete things, and their properties are not necessarily the traditional damage, with perhaps magical adjustments to hit. Instead, you've got some fighter with his weapon skills determining entirely his chance to hit and damage, but perhaps the individual weapons providing separate benefits (an axe crits more in certain circumstances or whatever). So when the fighter gets disarmed, his axe goes flying, and an orc grabs it, the stats aren't recalculated at all. But now the orc can take advantage of the axe properties until someone takes it away from him. Or you might do it another way. But however you do it, "to hit" bonuses can't be on the axe and the creatures. So maybe that is too extreme. But less accounting throughout! Then determine how to reconcile this issue. :cool: [/QUOTE]
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