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<blockquote data-quote="John Quixote" data-source="post: 8169498" data-attributes="member: 694"><p><em>Characters</em></p><p>Re-rolls are fine, but if you want to ensure that you never have to bother, one way is to roll stats and then mirror them. Let's say that you roll the following:</p><p></p><p>Str 5 (−2)</p><p>Dex 11</p><p>Con 9</p><p>Int 12</p><p>Wis 15 (+1)</p><p>Cha 10</p><p></p><p>If you subtract each score from 21, you get the mirrored set, which looks like this:</p><p></p><p>Str 16 (+2)</p><p>Dex 10</p><p>Con 12</p><p>Int 9</p><p>Wis 6 (−1)</p><p>Cha 11</p><p></p><p>Then you can just let the player pick which set they want. The second set of scores is "better" if the total of the modifiers is all you care about, but maybe the player wants to be a cleric, in which case the first set is probably what they'd choose. (Just a little suggestion to keep from having to re-roll a whole bunch of stats.)</p><p></p><p>On hit points, if you set half the value as the floor of the roll, that means that characters are going to have more hp than they ought to. Good ways to handle hp are:</p><p>• The character just gets average hp each level (e.g. a fighter gets 4.5 hp per level, so 4–5–4–5−4…)</p><p>• The character gets max hp at 1st level and then the low average at each higher level (so a fighter would get 8–4–4–4… this is how I do it)</p><p>• The player chooses either the low average or the roll (so either 4 or 1d8), but if they choose to roll and roll lower than 4 they still get stuck with the low roll</p><p></p><p><em>High Numbers are Good</em></p><p>Nothing wrong with this, although I do the exact opposite and turn everything into low rolls myself. <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=":)" /></p><p></p><p><em>Thief Skills</em></p><p>That's a pretty common house-rule, though I'd make Climb Walls start out at a flat 5-in-6 chance of success and maybe have it increment up a die-size (7-in-8, 9-in-10, 11-in-12…) every time the thief's Hear Noise number goes up.</p><p></p><p><em>Other Skills & Knowledge</em></p><p>Also a pretty common way to handle it. (For my part, I wound up writing a system of d6-based skills to handle miscellaneous actions and to replace thieving skills as well.)</p><p></p><p><em>Initiative</em></p><p>That's pretty much by-the-book, so nothing to comment on there. <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=":)" /> (One house-rule I use here, you may or may not be interested in: I don't like adjudicating simultaneous initiative, so whenever it comes up, I have each participant in the battle roll <em>individual</em> initiative, with tie-breakers and everything, for the simultaneous round only.)</p><p></p><p><em>Critical Hits & Fumbles</em></p><p>That is… remarkably restrained. I approve. I don't like using critical hits in Basic D&D (and I don't like fumbles ever), but if I was playing at your table, I'd be happy to roll with that rule.</p></blockquote><p></p>
[QUOTE="John Quixote, post: 8169498, member: 694"] [I]Characters[/I] Re-rolls are fine, but if you want to ensure that you never have to bother, one way is to roll stats and then mirror them. Let's say that you roll the following: Str 5 (−2) Dex 11 Con 9 Int 12 Wis 15 (+1) Cha 10 If you subtract each score from 21, you get the mirrored set, which looks like this: Str 16 (+2) Dex 10 Con 12 Int 9 Wis 6 (−1) Cha 11 Then you can just let the player pick which set they want. The second set of scores is "better" if the total of the modifiers is all you care about, but maybe the player wants to be a cleric, in which case the first set is probably what they'd choose. (Just a little suggestion to keep from having to re-roll a whole bunch of stats.) On hit points, if you set half the value as the floor of the roll, that means that characters are going to have more hp than they ought to. Good ways to handle hp are: • The character just gets average hp each level (e.g. a fighter gets 4.5 hp per level, so 4–5–4–5−4…) • The character gets max hp at 1st level and then the low average at each higher level (so a fighter would get 8–4–4–4… this is how I do it) • The player chooses either the low average or the roll (so either 4 or 1d8), but if they choose to roll and roll lower than 4 they still get stuck with the low roll [I]High Numbers are Good[/I] Nothing wrong with this, although I do the exact opposite and turn everything into low rolls myself. :) [I]Thief Skills[/I] That's a pretty common house-rule, though I'd make Climb Walls start out at a flat 5-in-6 chance of success and maybe have it increment up a die-size (7-in-8, 9-in-10, 11-in-12…) every time the thief's Hear Noise number goes up. [I]Other Skills & Knowledge[/I] Also a pretty common way to handle it. (For my part, I wound up writing a system of d6-based skills to handle miscellaneous actions and to replace thieving skills as well.) [I]Initiative[/I] That's pretty much by-the-book, so nothing to comment on there. :) (One house-rule I use here, you may or may not be interested in: I don't like adjudicating simultaneous initiative, so whenever it comes up, I have each participant in the battle roll [I]individual[/I] initiative, with tie-breakers and everything, for the simultaneous round only.) [I]Critical Hits & Fumbles[/I] That is… remarkably restrained. I approve. I don't like using critical hits in Basic D&D (and I don't like fumbles ever), but if I was playing at your table, I'd be happy to roll with that rule. [/QUOTE]
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