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Why is "OSR style" D&D Fun For You?
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<blockquote data-quote="Mannahnin" data-source="post: 9088376" data-attributes="member: 7026594"><p>Snarf, I think this is one we might want to check the fanzines on at some point, because I guarantee that people were experimenting with variant score generation methods prior to seeing them officially presented in 1979.</p><p></p><p>In this <a href="https://www.enworld.org/threads/q-a-with-gary-gygax.22566/post-1272927" target="_blank">Gary quote</a> he says "players would keep rolling until they got more viable numbers" and he attributes that to "when AD&D made stats more meaningful", but of course we know that Greyhawk made stats more meaningful in 1975, three years before the PH came out. So I strongly suspect he was misremembering the timing on that.</p><p></p><p>The AD&D charts definitely assume you're rolling in some more generous manner or rolling up a bunch of characters. Gary says right before them that to be viable a character will normally need stats that include at least two of 15 or better, which 3d6 down the line will not reliably provide, of course.</p><p></p><p>I also read that passage from the DMG more the way Kenada does. That 4d6 drop lowest arrange to taste is the primary method. I read Gary as referring to methods I-IV as "alternatives" to 3d6 down the line simply because he's expecting his readers to already be familiar with OD&D and used to 3d6, but he's explaining that it's not really a suitable method for AD&D due to the increased importance of high stats and the expectation of the ability tables that you'll have at least a couple of high numbers, so here are some methods which DO work for AD&D. If the reader insists on sticking with 3d6 down the line, they CAN do that, but the characters will suck. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f606.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":LOL:" title="Laugh :LOL:" data-smilie="17"data-shortname=":LOL:" /></p></blockquote><p></p>
[QUOTE="Mannahnin, post: 9088376, member: 7026594"] Snarf, I think this is one we might want to check the fanzines on at some point, because I guarantee that people were experimenting with variant score generation methods prior to seeing them officially presented in 1979. In this [URL='https://www.enworld.org/threads/q-a-with-gary-gygax.22566/post-1272927']Gary quote[/URL] he says "players would keep rolling until they got more viable numbers" and he attributes that to "when AD&D made stats more meaningful", but of course we know that Greyhawk made stats more meaningful in 1975, three years before the PH came out. So I strongly suspect he was misremembering the timing on that. The AD&D charts definitely assume you're rolling in some more generous manner or rolling up a bunch of characters. Gary says right before them that to be viable a character will normally need stats that include at least two of 15 or better, which 3d6 down the line will not reliably provide, of course. I also read that passage from the DMG more the way Kenada does. That 4d6 drop lowest arrange to taste is the primary method. I read Gary as referring to methods I-IV as "alternatives" to 3d6 down the line simply because he's expecting his readers to already be familiar with OD&D and used to 3d6, but he's explaining that it's not really a suitable method for AD&D due to the increased importance of high stats and the expectation of the ability tables that you'll have at least a couple of high numbers, so here are some methods which DO work for AD&D. If the reader insists on sticking with 3d6 down the line, they CAN do that, but the characters will suck. :LOL: [/QUOTE]
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