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<blockquote data-quote="touc" data-source="post: 8198451" data-attributes="member: 19270"><p>I don't get to play often, but played a DCC (Dungeon Crawl Classics, like old-school D&D mixed with 3rd edition) funnel (you control 4 peasants at 0 level and whoever survives a meat-grinder adventure becomes a 1st level adventurer). Purely random 3d6 stats rolled down the line. </p><p></p><p>Survivor of my funnel in our Appalachian mythology run was a 3 Intelligence, 14 Strength, 12 Wisdom fighter. Called him Forrest, figuring he wouldn't last long. Forrest proved me wrong and grew on me. With the Wisdom, he realized he wasn't as smart as everyone else and didn't like it when people made fun of him. He had a very "black & white" approach to the world: momma sez if something is botherin' ya, hit it and see what happens. His "momma sez" rules were his code and I ended up drafting my list of them. There was frustration as Forrest couldn't always grasp things or communicate as well as the others, but he never let this slow him down. Against all odds, this guy ended up being a hero to his valley, a symbol of courage and unwavering loyalty in the face of fantastic foes.</p><p></p><p>In 5E, there's a built-in assumption by design that "crap stats" = can't win as easily = not as fun. That's philosophy for another thread, but I liked that DCC by design forces gamers to often taken sub-optimal characters and see what you can do with them.</p></blockquote><p></p>
[QUOTE="touc, post: 8198451, member: 19270"] I don't get to play often, but played a DCC (Dungeon Crawl Classics, like old-school D&D mixed with 3rd edition) funnel (you control 4 peasants at 0 level and whoever survives a meat-grinder adventure becomes a 1st level adventurer). Purely random 3d6 stats rolled down the line. Survivor of my funnel in our Appalachian mythology run was a 3 Intelligence, 14 Strength, 12 Wisdom fighter. Called him Forrest, figuring he wouldn't last long. Forrest proved me wrong and grew on me. With the Wisdom, he realized he wasn't as smart as everyone else and didn't like it when people made fun of him. He had a very "black & white" approach to the world: momma sez if something is botherin' ya, hit it and see what happens. His "momma sez" rules were his code and I ended up drafting my list of them. There was frustration as Forrest couldn't always grasp things or communicate as well as the others, but he never let this slow him down. Against all odds, this guy ended up being a hero to his valley, a symbol of courage and unwavering loyalty in the face of fantastic foes. In 5E, there's a built-in assumption by design that "crap stats" = can't win as easily = not as fun. That's philosophy for another thread, but I liked that DCC by design forces gamers to often taken sub-optimal characters and see what you can do with them. [/QUOTE]
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