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Time to ditch the old ability modifier array?
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<blockquote data-quote="howandwhy99" data-source="post: 6068926" data-attributes="member: 3192"><p>I'd prefer a series of arrays for different game elements, but as crazy complex as they get in other parts of the game I doubt they will diversify this element.</p><p></p><p>The 10.5 average matters, but only if characters are actually <em>generated</em> to some respect. This means rolling stats and picking stuff your character can pick like class and equipment (forget about race <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" />). Gaming a character into development is a big deal now and for many an important part of the game, so that option may become the default instead. They've already dropped modifiers as representative of a bell curve, so I doubt it matters anywhere near as much as it did.</p></blockquote><p></p>
[QUOTE="howandwhy99, post: 6068926, member: 3192"] I'd prefer a series of arrays for different game elements, but as crazy complex as they get in other parts of the game I doubt they will diversify this element. The 10.5 average matters, but only if characters are actually [I]generated[/I] to some respect. This means rolling stats and picking stuff your character can pick like class and equipment (forget about race :)). Gaming a character into development is a big deal now and for many an important part of the game, so that option may become the default instead. They've already dropped modifiers as representative of a bell curve, so I doubt it matters anywhere near as much as it did. [/QUOTE]
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Time to ditch the old ability modifier array?
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