I've been reading the guide and watching others play to learn the system and I just wanna say your video's are a real help. Hearing someone explain things so clearly makes learning way easier. Thanks for vids.
@krisfire3 жыл бұрын
Thank you for watching! I'm glad these videos have helped you out.
@saviorfromheaven63973 жыл бұрын
Where can i watch gameplay
@RosebudsASled2 жыл бұрын
Man you’re videos are so helpful. I really want to DM this system, and every video of yours is the most helpful on KZbin, even a year later!
@krisfire3 жыл бұрын
Overall what do you think of these custom stat systems? Would you use them in your games? Let me know! (Also I tried to slow down a bit in this episode, what do we think!?)
@kohaq21763 жыл бұрын
Idea is ok, but first i will try to play any legends game xD
@scuba92186 Жыл бұрын
Potential rolled stats method using 2d6 part of the system and less volatile 2-3: -2 4-5: -1 6-8: 0 9-10: +1 11-12: +2
@joeking1956 Жыл бұрын
For the second roll method, you could use a d6 and reroll 5s and 6s. Otherwise, you could weight the dice as follows 1(-1), 2(0), 3(0), 4(+1), 5(+1), and 6(+2). Obviously, the second method is weighted to 0 and +1, but could help reduce the power swing between characters. You could also allow characters that don't have at least a combined total of 1, when all stats are added together, to reroll. Lucky rolls can still happen, which is why I dislike rolling for stats. My first test roll with my suggested system had a total of 3, the second of 6, and the third of 1. Lol
@joeking1956 Жыл бұрын
I don't know, I think that having a point buy just be the standard array with the bonus +1 added, and you can use them as you want. Keeping the max at +2, of course. So you would have 0, -1, +1, +1, and +1. You can put them where you want. You could spend one of your +1s to increase the -1 to a 0 and have 0, 0, 1, and 1 for stats, if you wanted to. I don't think it would be game breaking and it is a much easier system.
@ZombiefiedGamerSeries2 жыл бұрын
Wouldn't it be 6 Points for the point by? As setting everything to negative one would give you five points to distribute, but then you have that extra point to inject as well making a total of six.
@krisfire2 жыл бұрын
If you wanna think of it that way sure! I’m coming at it from a DnD perspective, and in a DnD building way each stat boost method is separate. so the point guy would be regular stats and the +1 you can choose would be akin to a racial ASI from DnD. So kinda? But it all depends on how you look it the points slotted.
@ZombiefiedGamerSeries2 жыл бұрын
@@krisfire Hey thanks for the reply! The reason I asked was that, when looking over things, it would appear that the standard array method would be better than the point buy if it only had five points. (As with Standard Array you would possibly get “+1, 0, 0, +1” while point buy with five points would get you a “+1, 0, 0, 0” at best.) Hence why factoring in the extra point given, making point buy six points, would ensure things are even between both options. Love your videos and keep up the great work. ^_^
@krisfire2 жыл бұрын
With standard array you have a -1 0 +1 +1 (and you can increase 1 by 1) to a 0 0 +1 +1. With the point buy you start with -1-1-1-1 and with 5 points you can raise it to -1 0 +1 +1 (and add another point) So both stat systems would equate to the same potential stats, with alittle more leeway in point buy. Plus I based the point buy on taking the standard array then subtracting till each stat was -1 🤣
@krisfire2 жыл бұрын
Also I really appreciate you liking the videos 😁 I’m glad to see they’re coming in handy!
@ZombiefiedGamerSeries2 жыл бұрын
@@krisfire Ohh I see what you did. From what you said you do the five points from the point buy first, then afterwards you can increase any of the stats by an additional point. (Where I lumped both steps together into a single step by having the point buy just have six points.) Both methods work, I was just clarifying haha. Cheers!
@_Xeto2 жыл бұрын
Hello! Great video, your videos are very helpful. But I want to weigh in your "rolled stats" method. There is one flaw in your logic. You say that the average roll is 3.5 and therefore you'll usually get a 0 or a +1. But this is flawed! The chances of you rolling a 3 or a 4 is just as much as rolling a 5 or a 6. Also, rolling a 6 or a 1, is equiprobable so it seems unfair to either be op or get screwed with the same probability. If you roll 100 times, or 1000 times, you'll see that rolling a 3 or a 4 is just as probable as rolling a 5 or a 6. The dice doesn't know which side is 3 to make it happen more times (that's why it's called a fair dice, all sides have the exact same probability). The only reason the average is 3.5, is exactly because if you roll N times above 3.5, you'll roll just as many times below 3.5 if N goes to infinity. So it's a matter of luck of who in the group gets the high rolls and who in the group gets the low rolls within N throws of the die. On average will get a bit of everything, not 0 or +1. I have found a way to circumvent this and adapted a method close to that of dnd's (but I respect that you want to use a d6 so I did all my calculations by using d6). So what is this insane strategy? Use 2 dice :D. The sum of the two can range between 2 and 12 (boundaries included) and the sums are not equiprobable because the number of rolls that produces a given sum does not equal the number of rolls that produce another sum, so the probabilities of the two sums are inherently different. Now let me break it down for you. 2 dice method: SUM STAT MODIFIER PROBABLITY 2 OR 3 -2 8.33333% 4 OR 5 -1 19.44444% 6 OR 7 0 30.55555% 8 OR 9 +1 25.00000% 10 OR 11 +2 13.88888% 12 +3 2.77777% Your 1 die method: # STAT MODIFIER PROBABILITY 1 -2 1/6 2 -1 1/6 3 0 1/6 4 +1 1/6 5 +2 1/6 6 +3 1/6 As I told you in the wall of text above, in your method all outcomes are equiprobable (If you roll 100 times, you'll roll every # almost equal times). In my 2 dice method if you roll 100 times, not all outcomes will occur equally, the average will occur more, because it is more probable, not because it is the average. In both cases the statistical average is rolling a 0 or +1 modifier, but the average says nothing about the number of times you'll roll it :D. It's its raw probability that will tell you if it occurs more times or not. . By using my method, the probability of 0 or a +1 is fairly larger than a +2 or a -1. Rolling a -1 is more probable than a +2 and rolling a -2 is more probable than rolling a +3, but less probable than any other outcome. So the +3 truly is the OP well deserved lucky roll (truly lucky since in 100 rolls you'll roll it twice or thrice since the probability is 2.7%), and generally the relative probabilities among the different outcomes seem fair to me. I'm so sorry for the long text, I just wanted to clearly explain the misconception. You don't really have to understand everything. Just looking at the tables that I made above should make it straight forward to you which method makes the various modifiers more or less probable. You are free to choose whichever method you like to use in your games :). Using my method isn't any more time consuming than yours, it just needs more time understanding it which you don't need to. Just try it and see that it really works :)
@alexlandsbergs3 жыл бұрын
this guy talks like his spacebar doesnt work.
@krisfire3 жыл бұрын
This is the best description ever 😂😂
@PpAirO53 жыл бұрын
😂😂
@androkguz3 жыл бұрын
Play him at x0.75 and it makes a lot more sense
@krisfire3 жыл бұрын
@@androkguz it’s my natural X1.25 speed 😅 it’s getting worked on.
@PpAirO53 жыл бұрын
The "shitty" background music dosen't make it easier to understand the rules... 🙊