I hope to get started soon and think it will be BF that we try. I have been looking around at the different options to make sure which I wanted to try. It has been during this process that I learned that many people customize the games they play.Solomoriah wrote:I'll tell you the same thing I tell everyone... play the game as written first. Don't even use supplements (you can always add them later). Until you know how the game is supposed to work, how do you know if you're making it better or not?
I am warming to the 5 category method. It helped that I saw in the core rules that you do list ability modifiers as being used in some cases. And you are right, fewer calculations.Solomoriah wrote:The one in the book. Not surprising, since I wrote it.
You are right. My interest has been to find something that feels balanced, allows some individuality of character feel, and has a low number of special rules. The crazy number of special class abilities in the newer games seems ludicrous to me. I would like to see someone produce a much simpler game based on the bounded accuracy system.Solomoriah wrote:Second, and more important, your method isn't just a different way to roll saving throws, it's a fundamental change in the game mechanics, because you take into account not only the character's own features but also the attacker's. It's a very rare thing in BFRPG to do anything like that... saving throws, attack rolls, you name it, they all depend on just the acting character's nature. Your method would substantially change the way the game "feels."
Is this a bad thing? Not necessarily. But it is different, enough so that I would say you're not really playing the same game anymore.
Have you or has anyone you are aware of produced and uploaded an audio or video cast while playing BF?
I understand your drift and want our playing to be more role play oriented that stat and ability list oriented. Still, I think the ability modifiers of strength, dexterity and constitution are definitely going to be impacting for fighters in BF, while wisdom, dexterity and intelligence will only be incidentally impacting for clerics, thieves and magic-users.Dimirag wrote:You don't bother, at all, because you don't choose your Ability Scores, they are absolutely random generated. Abilities are not the central piece of the game like in 5ed nor have a big impact like in 3ed, they are a secondary value to help in some occasions, they serve more as a stereotypical guide than as a mechanical force.
In some game editions the modifiers ranges from -1 to +1, and only fighters get the STR bonus to attack and damage (other games go as far as letting only fighters to use the DEX bonus on range attacks).
I want to implement something relevantly impacting to make it feel more logical and fair. I will likely use the dexterity modifiers for thieves skills, and reduce the number of higher level spells for clerics and magic-users with lower ability score in wisdom and intelligence. That feels balanced to me.
I have mixed feeling about randomly generated ability scores. I don't like the idea of dumping charisma, but I also want players to be able to have skills somewhat oriented toward the class they want to play. And logically, I think a magic-user with 18 intelligence should somehow be more capable than one with 9 intelligence.