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Post by dchapman on Apr 29, 2010 1:02:55 GMT -6
Working my way through the LBBs and Supplements I-IV.
They give extra effects for having a strength above eighteen with the percentile spread. Why didn't they do the same for the other abilities? Any ideas?
Edit:
Also, looks like fighter's were the only ones to get ac bonuses for dex?
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Post by apeloverage on Apr 29, 2010 1:45:50 GMT -6
Perhaps the idea was to increase the power of Fighters in particular?
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Post by coffee on Apr 29, 2010 2:00:06 GMT -6
Perhaps the idea was to increase the power of Fighters in particular? It was. Especially since Greyhawk added new spells and new levels of spells, further increasing the power of the magic-user. This trend continued through AD&D -- note the increasingly restrictive rules on Magic-Users (spell components, casting times) and the weapon specialization rules from Unearthed Arcana which further boosted the abilities of fighters.
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jacar
Level 5 Thaumaturgist
Posts: 345
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Post by jacar on Apr 29, 2010 9:04:17 GMT -6
Because, if you had a character with 18/00 Int, folks would forever call you things like "muscle head" or "meat head".
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Post by piper on Apr 29, 2010 10:03:18 GMT -6
Gary said it was mainly because strength could be related to easily measurable increments, the other abilities could not.
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Post by Finarvyn on Apr 29, 2010 17:13:40 GMT -6
Here is an old thread about exceptional Dexterity. I believe it references an old Strategic Review article from '75 or '76.
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Post by dchapman on Apr 29, 2010 18:40:55 GMT -6
Thanks Finarvyn, that was a fun read.
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Post by Finarvyn on Apr 29, 2010 19:39:06 GMT -6
Well, it's interesting to me to realize that some of those sorts of tweaks occured early in the development of OD&D, even if they "flew under the radar" for most people.
I think that an honestly rolled 18 on 3d6 is rare enough that I can see giving a percentile roll for any of the six stats.
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Post by thegreyelf on Apr 30, 2010 6:49:30 GMT -6
Agreed, and playing off of how Str and Dex (from the SR article) work, it shouldn't be difficult to work up tables for %-based exceptional abilities all the way down.
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capheind
Level 5 Thaumaturgist
Posts: 236
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Post by capheind on May 1, 2010 9:25:36 GMT -6
The new "Basic" edition of Hackmaster uses a 3d6+percentile mechanic for all the ability scores that might be of interest. Even though I prefer the classic simpler systems I have to say that Hackmaster Basic is the first of the batch to really make slight differences of ability score actually matter, that said its still too rules heavy to ever be my go-to game...
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Drohem
Level 1 Medium
Posts: 16
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Post by Drohem on May 1, 2010 12:01:03 GMT -6
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Post by dchapman on May 2, 2010 20:13:19 GMT -6
Oh neat. Now that makes me wonder what other games the early developers worked on (Holmes, Arneson, etc).
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