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<blockquote data-quote="The Crimson Binome" data-source="post: 7060533" data-attributes="member: 6775031"><p>It would be nice if there was some variation among high-level members of the same class, but it's not cool to give one player a character that is strictly <em>worse</em>, and it's especially not cool to tie that into a single die roll that you make before the game even begins. Telling a player that their character is <em>objectively</em> inferior, right from the start, is not a good way to get them enthusiastic about playing (at least, with most players).</p><p></p><p>The way that the game is set up, and has been set up for quite a while now, is that each class has one stat which is its raw power stat. A wizard with higher Int is simply <em>better</em> than a wizard with lower Int, and it would take a <em>massive</em> difference in Dex and Con to overcome that disparity. It would be <em>nice</em> if they'd designed the game in such a way that there could be three or four different ways to build a wizard, but they didn't do that, so we're left with the reality where every wizard ends up with 20 Int.</p><p></p><p>It could be worse. In 3E and 4E, stats didn't cap out at 20, so the <em>correct</em> way to build a wizard was to throw every boost into Int at every opportunity. At least now that stats are limited to 20, a wizard can diversify <em>after</em> that point; and if you <em>didn't</em> roll an 18 at the start, then you can still catch up by level 8 without suffering much in the long run.</p><p></p><p>Also, keep in mind that a natural 18 is only a 1-in-216 chance on 3d6, so you're going to get nine or ten of those in a small city of population ~2000. If your level 20 PC archmage isn't even in the top ten of a small city, then that would be kind of weird.</p></blockquote><p></p>
[QUOTE="The Crimson Binome, post: 7060533, member: 6775031"] It would be nice if there was some variation among high-level members of the same class, but it's not cool to give one player a character that is strictly [I]worse[/I], and it's especially not cool to tie that into a single die roll that you make before the game even begins. Telling a player that their character is [I]objectively[/I] inferior, right from the start, is not a good way to get them enthusiastic about playing (at least, with most players). The way that the game is set up, and has been set up for quite a while now, is that each class has one stat which is its raw power stat. A wizard with higher Int is simply [I]better[/I] than a wizard with lower Int, and it would take a [I]massive[/I] difference in Dex and Con to overcome that disparity. It would be [I]nice[/I] if they'd designed the game in such a way that there could be three or four different ways to build a wizard, but they didn't do that, so we're left with the reality where every wizard ends up with 20 Int. It could be worse. In 3E and 4E, stats didn't cap out at 20, so the [I]correct[/I] way to build a wizard was to throw every boost into Int at every opportunity. At least now that stats are limited to 20, a wizard can diversify [I]after[/I] that point; and if you [I]didn't[/I] roll an 18 at the start, then you can still catch up by level 8 without suffering much in the long run. Also, keep in mind that a natural 18 is only a 1-in-216 chance on 3d6, so you're going to get nine or ten of those in a small city of population ~2000. If your level 20 PC archmage isn't even in the top ten of a small city, then that would be kind of weird. [/QUOTE]
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