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Point Buy vs Rolling for Stats
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<blockquote data-quote="FrogReaver" data-source="post: 7215507" data-attributes="member: 6795602"><p>Can I just say that I prefer how 1e handled stats. I never played 1e but I love the amount of thought they put into how stats were handled. I could care less for the fidly tables but its the general principle they used where all stats in the "average" range performed nearly the same in the mechanical sense. It was only the exceptional ones that got major bonuses. 1e also kept you out of classes that your stats would be totally inept for. Those two principles alone could lead to a very balanced game. It actually gives you a nice "normal" to balance around while still allowing for the "exceptional". </p><p></p><p>Linear stat scaling has done away with all that. Now you can't ever be a good GreatWeapon fighter if you keep a 13 str your whole career. It's just not possible. No matter what your concept says, to be a good fighter you must be super strong. You can't just be stronger than average (as a 13 would indicate). Instead you have to be super strong. You can't just be skilled at fighting well and be slightly above average strength. Instead you must be super strong and skilled at fighting well.</p><p></p><p>I think this discussion is missing the most important points. Character concept should be about your class first and foremost. Stats should help you describe a particular fighter or a particular wizard or a particular rogue but as long as a minimum stat threshold is reached those classes should perform nearly the same at least until the exceptional threshold is reached. </p><p></p><p>Modern games linear stat bonus system may make stats more important than class when it comes to function. For example. A 20 str Wizard at level 5 can probably outfight a 13 strength fighter at level 5 even though the fighter gets extra attack and has better weapon choices. That's absurd IMO.</p></blockquote><p></p>
[QUOTE="FrogReaver, post: 7215507, member: 6795602"] Can I just say that I prefer how 1e handled stats. I never played 1e but I love the amount of thought they put into how stats were handled. I could care less for the fidly tables but its the general principle they used where all stats in the "average" range performed nearly the same in the mechanical sense. It was only the exceptional ones that got major bonuses. 1e also kept you out of classes that your stats would be totally inept for. Those two principles alone could lead to a very balanced game. It actually gives you a nice "normal" to balance around while still allowing for the "exceptional". Linear stat scaling has done away with all that. Now you can't ever be a good GreatWeapon fighter if you keep a 13 str your whole career. It's just not possible. No matter what your concept says, to be a good fighter you must be super strong. You can't just be stronger than average (as a 13 would indicate). Instead you have to be super strong. You can't just be skilled at fighting well and be slightly above average strength. Instead you must be super strong and skilled at fighting well. I think this discussion is missing the most important points. Character concept should be about your class first and foremost. Stats should help you describe a particular fighter or a particular wizard or a particular rogue but as long as a minimum stat threshold is reached those classes should perform nearly the same at least until the exceptional threshold is reached. Modern games linear stat bonus system may make stats more important than class when it comes to function. For example. A 20 str Wizard at level 5 can probably outfight a 13 strength fighter at level 5 even though the fighter gets extra attack and has better weapon choices. That's absurd IMO. [/QUOTE]
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