Whizbang Dustyboots
Gnometown Hero
Same here.Aus_Snow said:d4=3, d6=4, d8=5, d10=6, d12=7 here. No problems or complaints, thus far.
Same here.Aus_Snow said:d4=3, d6=4, d8=5, d10=6, d12=7 here. No problems or complaints, thus far.
Umbran said:And, there are other games that have no random elements at all in the mechanics. So clearly, there's a spread of possibilities.
Umbran said:And, there are other games that have no random elements at all in the mechanics. So clearly, there's a spread of possibilities.
Hm, perhaps my last two sentences didn't get the point across - the logic is a slippery slope, in that it does not dictate a particular stopping point. You stop sliding down it because you make a choice in design, to suit some particular purpose, because the randomness can be useful.
I was just joking. No one actually plays Man, Myth & Magic, Powers & Perils or Lords of Creation.jrients said:Is that at the beginning of each session? I'd try something like that...
Hobo said:.... I've given some serious thought towards giving half the hit die as a freebie and having them roll the second half--i.e., a d4 hit die turns to d2+2, a d6 to d3+3, d8 to d4+4, etc.
ehren37 said:Wow, a mod trotting out a veiled "play another game" card. Nice.
Why not go reverse? More randomness! The slope goes both ways afterall.
I don't think that's true, as I sorta said earlier. There's a big difference between character building and game-running/playing. Randomness in character building is a completely different animal than randomness in the game itself, and as far as I'm concerned, much less desireable both from an aesthetic standpoint as well as a game design standpoint.Umbran said:Quite correct. That's why I said, "there is no objective general reason to have them be either set or random." And earlier, "All that remains is a decision as to where to draw the line between fixed progressions and randomness."
I am not sure where there's disagreement here.