View Single Post

Thread: power creep in starting ability scores

  1. - Top - End - #55
    Titan in the Playground
     
    KorvinStarmast's Avatar

    Join Date
    May 2015
    Location
    Texas
    Gender
    Male

    Default Re: power creep in starting ability scores

    Quote Originally Posted by Doug Lampert View Post
    If people like rolling dice and like random, 3d6 six times in order is fine.
    In a previous edition, yes, but with the way ability scores are more influential in 5e, 4d6b3 (which reaches back to AD&D 1e) is also fine, with the ability to put scores where they want them also being fine. I don't find your either or position to hold much water. I did like B/X's 9-12 = +0, 13-15 =+1, 16-17 =+2, 18 =+3 (and its inverse) to be a better way to handle bonuses. And you can swap scores out at char gen on a 2:1 or 3:1 basis for prime requisites.
    There are no racial minimums in Men and Magic as best I can recall.
    And if your prime requisite was 13 or better you got 5% extra experience, and if it was 16 or better you got 10% extra XP. AD&D introduced racial mins in 1978's PHB.
    Last edited by KorvinStarmast; 2022-08-09 at 03:57 PM.
    Avatar by linklele. How Teleport Works
    a. Malifice (paraphrased):
    Rulings are not 'House Rules.' Rulings are a DM doing what DMs are supposed to do.
    b. greenstone (paraphrased):
    Agency means that they {players} control their character's actions; you control the world's reactions to the character's actions.
    Gosh, 2D8HP, you are so very correct!
    Second known member of the Greyview Appreciation Society