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Race Class Combos, Design, Roleplaying and the fear of the new
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<blockquote data-quote="Guest 6801328" data-source="post: 7252293"><p>Although I don't mind the current implementation, I would also be perfectly happy with a system in which the various races got ribbons only. No stat bumps, and no special abilities that have a significant impact on mechanics. You wouldn't need a STR bump to play a Wookie: if you want to play a strong Wookie you just allocate your highest score to STR. That would totally eliminate the pressure to min-max with race. But you can also play a weak Wookie if you so choose.</p><p></p><p>Although...that makes me think, stat <em>minimums</em> might be interesting. E.g., "Wookies cannot have below Str 12; if your Str is less than 12 replace it with a 12." Think about how this would effect race choice: if you were going to prioritize optimization over roleplaying you'd pick a class that doesn't need Str, in order to get the bump. So there would be an incentive (admittedly slight) to create Wookie wizards and rogues.</p></blockquote><p></p>
[QUOTE="Guest 6801328, post: 7252293"] Although I don't mind the current implementation, I would also be perfectly happy with a system in which the various races got ribbons only. No stat bumps, and no special abilities that have a significant impact on mechanics. You wouldn't need a STR bump to play a Wookie: if you want to play a strong Wookie you just allocate your highest score to STR. That would totally eliminate the pressure to min-max with race. But you can also play a weak Wookie if you so choose. Although...that makes me think, stat [I]minimums[/I] might be interesting. E.g., "Wookies cannot have below Str 12; if your Str is less than 12 replace it with a 12." Think about how this would effect race choice: if you were going to prioritize optimization over roleplaying you'd pick a class that doesn't need Str, in order to get the bump. So there would be an incentive (admittedly slight) to create Wookie wizards and rogues. [/QUOTE]
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Community
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Race Class Combos, Design, Roleplaying and the fear of the new
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