Kloster Posted January 10, 2020 Share Posted January 10, 2020 18 hours ago, Shiningbrow said: True true.. But I think most going sorcery (or, given the +5% to most category modifiers, ironically excluding Magic), it's well worth it! Yes, and I'm part of those that think it (and I created a Sorcery user). Quote Link to comment Share on other sites More sharing options...
French Desperate WindChild Posted January 10, 2020 Share Posted January 10, 2020 "and the gamemaster is free to come up with their own methods or point values as desired. It is strongly recommended that all adventurers use the same method of determination. " I think the rules are very clear ! Define one rule. I also like one pool (90 / 100 ..) to display as the player wish (in the RAW limits) I dislike the random for creation. It can create too much differences between players, even in the choice: you want to be a good warrior but you have 1d4 malus for any hit ? good challenge or just frustration. Same with sorcerer / int or shaman / pow (but pow seems easier to increase) My first character in RQ 3 starts with the dices around 100 points of characteristchs (don't remember ~30 years ago) when my friends where between 80-90.. I still remember how the GM watch me after the last roll Quote Link to comment Share on other sites More sharing options...
Lordabdul Posted January 10, 2020 Share Posted January 10, 2020 (edited) 7 hours ago, Crel said: Literally, the game could just have different default rules for characteristic generation, and I believe this dimension of its difficulties would be resolved. I'm quite certain the upcoming GM guide will have alternate character creation rules similar to the many different creation rules in CoC7. Of course I agree that point-buy systems are really good at making equal characters while letting players control what matters. My point was that if the Sorcery rules are so reliant on having extremely good INT, and there are little, if any, other rules for improving INT after character creation, then why wouldn't the authors change the default character creation rules to have characteristics determined through literally anything else than rolling dice? It feels like these 2 things don't work well together. Edited January 10, 2020 by lordabdul Quote Ludovic aka Lordabdul -- read and listen to The God Learners , the Gloranthan podcast, newsletter, & blog ! Link to comment Share on other sites More sharing options...
styopa Posted January 12, 2020 Share Posted January 12, 2020 On 1/10/2020 at 7:21 AM, French Desperate WindChild said: "and the gamemaster is free to come up with their own methods or point values as desired. " Well yes, but whatever is presented in the rules as "the way" is going to have heavy weight in a new GM's mind as the "right" way, even if there's flubbly-wubbly 'you can always make up your own' text buried in there somewhere. Rather than force the body of players to abandon the rules that early in the process, I'd agree with Crel that a point buy would make more sense (and would reflect the desires of most of the players today anyway). The 'roll 'em straight up' is a relic of the 1970s and 1980s that we didn't even REALLY use much back then in reality EITHER. I can't be arsed to look it up but someone has a web page out there where they calculate the odds against being able to roll a paladin's stats legally and it's like 0.0002%. 5 Quote Link to comment Share on other sites More sharing options...
ROOTless Posted Thursday at 10:55 AM Share Posted Thursday at 10:55 AM On 1/12/2020 at 3:12 AM, styopa said: The 'roll 'em straight up' is a relic of the 1970s and 1980s that we didn't even REALLY use much back then in reality EITHER. I can't be arsed to look it up but someone has a web page out there where they calculate the odds against being able to roll a paladin's stats legally and it's like 0.0002%. There abouts, yeah. Anyway, it gets in the way of Maximum Game Fun. Well, sometimes. I'm sure some people are happy to roll their characteristics and then decide what to play. But that doesn't work for most people I know. We'll usually come into with an idea - a character concept, and then pick up dice (or whatever). Personally, I've been known to come up with a character concept and then start looking around for a game system I could use to play that character. Quote Link to comment Share on other sites More sharing options...
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