jcfiala
Explorer
In the thread that's arguing over point-buy vs. random, I came up with the suggestion of allowing players to pick their stats, with a caviat:
Someone suggested I start a thread to discuss what Hubris could do, so this is that.
First off, Hubris is supposed to be a breaking factor of sorts. I'm telling folks that they can choose the character they want - but that if you try to overreach something'll happen. Characters with all 18s are going to face a world where the gods are punishing them for their pride: Monsters, given the choice of hitting the Sorcerer with 2 hubris and the fighter with 20, are going to tend to choose the 20. Barwenches who hit on the folks with high hubris are going to be more interested in their purses than their CHA scores, also.
Good things are going to marginally favor the folks with lower hubris, too, I think. If I'm putting together the treasure for the Orc King, if the Paladin has a hubris of 12 and the Wizard has a hubris of 0, then I'm more likely to put in a Cloak of the Archmage than a Holy avenger. (On the other hand, if the hubris was switched, then maybe the Cloak would be for the wrong alignment and the holy avenger would be there.)
It's random thoughts in the middle of the night when I'm tired, so I'm not entirely sure that's making sense.
On the other hand, it might be possible to tie it down a little more mechanically. If I were playing Eberron, I might take the average # of hubris for the group, and decide that every 3 or 4 points of hubris below average gives you an extra action point, and every 3 or 4 points of hubris above average gives you one less.
Or, perhaps every 3 points of hubris represents DR 1/- that critters have vs. you. If Bob the fighter with the 18 strength and 12 points of hubris hits the orc with his sword, the damage done is reduced by 4, but if Terry the Rogue (with 1 point) hits the orc, then all the damage goes through. The same could apply to spells, and with spells that have effects but no damage, perhaps some ratio of hubris could be assigned to the saving throws... but that may be too much like cancelling out the benefit of the higher stats.
On the other hand, Bob still has the +4 to hit the orc from his strength, even if the +4 damage is cancelled, and the mage with the penalty to his saving throws on non-damaging spells still gets the bonus spells and skill points for his high int.
So, there's some ideas thrown against the walls. What do people think?
"Pick whatever stats you want or need. 3-18. Your choice. But total up how many points it would cost to make that character with point buy, subtract 32, and that's your Hubris score. Write that on your sheet so I can see it."
"Hubris? What's it for? Oh, you'll find out."
Someone suggested I start a thread to discuss what Hubris could do, so this is that.
First off, Hubris is supposed to be a breaking factor of sorts. I'm telling folks that they can choose the character they want - but that if you try to overreach something'll happen. Characters with all 18s are going to face a world where the gods are punishing them for their pride: Monsters, given the choice of hitting the Sorcerer with 2 hubris and the fighter with 20, are going to tend to choose the 20. Barwenches who hit on the folks with high hubris are going to be more interested in their purses than their CHA scores, also.
Good things are going to marginally favor the folks with lower hubris, too, I think. If I'm putting together the treasure for the Orc King, if the Paladin has a hubris of 12 and the Wizard has a hubris of 0, then I'm more likely to put in a Cloak of the Archmage than a Holy avenger. (On the other hand, if the hubris was switched, then maybe the Cloak would be for the wrong alignment and the holy avenger would be there.)
It's random thoughts in the middle of the night when I'm tired, so I'm not entirely sure that's making sense.
On the other hand, it might be possible to tie it down a little more mechanically. If I were playing Eberron, I might take the average # of hubris for the group, and decide that every 3 or 4 points of hubris below average gives you an extra action point, and every 3 or 4 points of hubris above average gives you one less.
Or, perhaps every 3 points of hubris represents DR 1/- that critters have vs. you. If Bob the fighter with the 18 strength and 12 points of hubris hits the orc with his sword, the damage done is reduced by 4, but if Terry the Rogue (with 1 point) hits the orc, then all the damage goes through. The same could apply to spells, and with spells that have effects but no damage, perhaps some ratio of hubris could be assigned to the saving throws... but that may be too much like cancelling out the benefit of the higher stats.
On the other hand, Bob still has the +4 to hit the orc from his strength, even if the +4 damage is cancelled, and the mage with the penalty to his saving throws on non-damaging spells still gets the bonus spells and skill points for his high int.
So, there's some ideas thrown against the walls. What do people think?