Many of gaming’s most debated questions revolve around alignment. Some people love alignment and others hate it. But, whether you like it or hate it, alignment can be a source of endless debate.
Creating a new character is exciting—limitless possibilities lie before you (unless your stat rolling abilities equal mine). However, it can also be a daunting experience. There is so much to do: mechanics, appearance, personality, the hell of mundane equipment, encumbrance and more.
Most adventurers are young striplings, fresh out of adolescence. Hell, depending on your game system or edition, half-orcs can take up an adventurer’s life at the tender age of fifteen!
I think we’ve lost our way. Over the last two decades or so there has been a general rush (perhaps even a stampede) toward ever increasing amounts of choice in our games.
Last week my dear friend and brilliant designer Creighton Broadhurst unleashed a diatribe against the point-buy method of generation of ability scores and min-maxing. I’m here to tell you he is dead wrong. And I believe I can prove it.