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Post by hengest on Mar 19, 2021 20:03:02 GMT -5
Born from thoughts after this recent thread. I never much wanted to play a paladin but liked how restricted they were in AD&D. I think of it as kind of the seed of over "role-playing," planning out this extreme character from level one or even from when you roll the dice. But it is an interesting idea. If you allow sub-classes, hey, why not? Then, as I said on that thread, I'm pretty not into the idea of paladins of any old alignment, as in 3E (I think). What is it that I like? The idea that these people are exceedingly rare. That their exceptional abilities are at least as much a restriction on them than anything else. What don't I like? The (to me, extreme) insertion of a pretty specific rigid fantasy medieval society into the rules themselves. (Note: some people like mechanics, some like fluff. Some like both.) So what might I propose? "Blessing and a Curse" KitsThis involves the DM allowing players to roll their own 3d6 stats and select a class, but then certain scores in a certain class will trigger an automatic application of the kit. The blessing is the high score, the kit is largely negative. This allows a mechanic activated purely mechanically, as if from on high, simply by the application of certain rolls to a certain class.
The idea is that CHA ≥ 14 triggers exceptional attention on the character. This in combination with a high score in the primary attribute means trouble.
So for Fighting-Men: CHA ≥ 14, STR ≥ 13 triggers the application of the kit:
- when henchmen go disloyal, there is a 50% chance they challenge or otherwise try to defeat you
- intelligent monsters immediately go for you as party leader
(To be applied in secret by the ref)
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Post by The Perilous Dreamer on Mar 19, 2021 22:43:01 GMT -5
Are you lowering the minimum Charisma for a Paladin from 17 or 18 to a 14?
3d6 Dice Roll Probabilities
3 = .463% (1/216) 4 = 1.39% (3/216) 5 = 2.78% (6/216) 6 = 4.63% (10/216) 7 = 6.94% (15/216) 8 = 9.72% (21/216) 9 = 11.57% (25/216) 10 = 12.5% (27/216) 11 = 12.5% (27/216) 12 = 11.57% (25/216) 13 = 9.72% (21/216) 14 = 6.94% (15/216) 15 = 4.63% (10/216 16 = 2.78% (6/216) 17 = 1.39% (3/216) 18 = .463% (1/216)
Normal chance of a 17 or 18 is 4/216 = 1.85% Chance using 14 or more is 35/216 = 16.2%
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Post by hengest on Mar 19, 2021 23:00:32 GMT -5
Are you lowering the minimum Charisma for a Paladin from 17 or 18 to a 14? I am not doing anything to paladins, just suggesting a different use for relatively high (on 3d6) ability scores. I should go back and make that clearer. No paladins here and no anti-paladins. Just tried to think of a negative, plausible, and gameable use for an unlikely combo of high ability scores. I was thinking about the probabilities during the post, though. It seems rolling 3d6 means an AD&D paladin is almost fantastically unlikely. I cannot remember the AD&D ability generation methods at present. Maybe it recommends 4d6 drop 1?
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Post by The Perilous Dreamer on Mar 19, 2021 23:46:41 GMT -5
Are you lowering the minimum Charisma for a Paladin from 17 or 18 to a 14? I am not doing anything to paladins, just suggesting a different use for relatively high (on 3d6) ability scores. I should go back and make that clearer. No paladins here and no anti-paladins. Just tried to think of a negative, plausible, and gameable use for an unlikely combo of high ability scores. I was thinking about the probabilities during the post, though. It seems rolling 3d6 means an AD&D paladin is almost fantastically unlikely. I cannot remember the AD&D ability generation methods at present. Maybe it recommends 4d6 drop 1? That low probability of having a Paladin is the offset to being one. Also in OD&D there is no minimum strength required for a Paladin. IIRC there are a number of ability score generation methods in AD&D.
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