Doug McCrae
Legend
We have feats and skill points now.DragonLancer said:For the same reason that attributes should be generated randomly, because otherwise everyone is a carbon clone. Variety is the spice of life and gaming.
We have feats and skill points now.DragonLancer said:For the same reason that attributes should be generated randomly, because otherwise everyone is a carbon clone. Variety is the spice of life and gaming.
Anything in the teens. The higher level spells do mitigate that somewhat (although they slow the game down even more, so I don't know if "mitigation" is really an appropriate description of what they do) but it seems most combats are longer, more drawn out, and frankly rather boring battles of attrition until some spell finally overcomes SR and saving throws and brings it to an end.shilsen said:Really? What sort of levels and length of combat are you referring to? My Eberron game is up to a fairly high-powered 13th level now, and we've found combats at these levels to take almost exactly as many rounds as lower level combats used to take. The escalation in PC (and NPC) ability to inflict damage actually outstrips the increase in hp by level, I think, plus the existence of more powerful spells and abilities makes it even easier to bypass hit pts and take people out of a fight than it was at lower levels.
shilsen said:I think most of the people running games with point-buy and variations of it would be a little surprised to be told that the PCs are carbon clones of each other. I've simultaneously been (and am currently) in games with point-buy and rolled ability scores, and there's been absolutely no lack of variation between characters in either of them. With classes, skills, feats, spells, etc. present in the game, there's more than enough mechanical variety to be had, IMNSHO.
Plane Sailing said:The first hp rolling variant I ever came across was in Empire of the Petal Throne in about 1977 or so.
Each level you rolled all your HD again (including the new one), if your total was higher than before, you got it, otherwise you stayed at the previous level.
The upside of this is that a poor roll at one level doesn't penalise you for the life of the character, and excellent rolls don't give you a boost for ever either - it meant that everyone tended towards the average for their level, but still had the excitement of rolling.
In my current games I use 'roll, minimum of half die size', the other DM uses 'player rolls, they choose to keep it or go with the DMs roll (which they take however low it is)'.
Cheers
shilsen said:Have you tried out Mutants and Masterminds? Since it uses a damage save based on the power of the attack (which isn't randomized by rolls, though it can be by feats like Power Attack), it lowers a few elements of randomness in play. That's one reason why all you need is a d20.
Umbran said:Yeah, and verily!
I like having a few things in the rules that make the player and character adapt to developing conditions over time.
There's also a bit of slippery-slope of rules development to consider. Assume, for the moment, that hit points by level are fixed per class. Well, might as well do that for monsters, too, right? Then, there will be the pressure to make damage a fixed thing as well (since it is measured against known hit points, this leads to more mathematically sound balancing). And, of course, there's already point-buy stats. So, now we have standardized stats, hit points, and damage. Why, precisely, would we want to keep random to-hit, saves, and skill checks? Why not just go diceless and be done with it?
At some point along the way, you realize that there is some point to randomness in the game. All that remains is a decision as to where to draw the line between fixed progressions and randomness.
Oh, yeah? Well we randomly roll what system we use:Remathilis said:I've considered rolling for starting saves (1d3-1), rolling for skill points (Fighters 1d4, druids 1d6, bards 1d6+2, rogues 1d4+4) rolling spells known (wizards start with 3d4 spells known, +1d2 level. Sorcerer start with 1d4 per spell level + 1d2 level) and randomly determining which stat gets boosted every 4 levels (1d6: 1 = str, 2 = dex).