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<blockquote data-quote="Reflected_Shadows" data-source="post: 6848423" data-attributes="member: 6828291"><p>This is why race matters so much. I was hoping D&D could peel itself away from preset racial ability score modifiers. Many times, I have opted to play X instead of Y because even though I really wanted to play Y, when I did my ability scores, I was pigeonholed into X. To counter this in my games, I give every character the option of assigning +2/-2 as their racial stat if the "only issue" is they don't like the racial abilities. One of my players told me "My orc was raised by humans and while he is durable, his real gifts are intelligence and charisma. Other orcs would bully him and call him a flufster." So, he wanted +2 to intelligence (natural 14), and a natural 16 (no bonus) charisma and he dumped his Wis and Dex to have a balanced Str/Con. </p><p></p><p>I also have guaranteed Trainers in my world Elder Scrolls style. There is a +1 Strength Trainer, a +2 Strength Trainer (who must be visited in succession). </p><p>There are also trainers for skills, attack, defense, initiative and caster level.</p><p></p><p>I use this -instead- of magic items because it places a predictable, choice-based gain through in-game consequences that can be determined out of game. I was really hoping that 5e would look at things this way, but I digress. Bounded Accuracy itself lets me add meaning to these small +1 bonuses, because of the system making no assumptions about the items or magic available in my game. That right there is one of my favorite things. Instead of having to tinker everything around my magic levels, I can start from baseline and add where I must. These take the place of the Pariapts of Strength and Tomes of Wisdom, etc.</p></blockquote><p></p>
[QUOTE="Reflected_Shadows, post: 6848423, member: 6828291"] This is why race matters so much. I was hoping D&D could peel itself away from preset racial ability score modifiers. Many times, I have opted to play X instead of Y because even though I really wanted to play Y, when I did my ability scores, I was pigeonholed into X. To counter this in my games, I give every character the option of assigning +2/-2 as their racial stat if the "only issue" is they don't like the racial abilities. One of my players told me "My orc was raised by humans and while he is durable, his real gifts are intelligence and charisma. Other orcs would bully him and call him a flufster." So, he wanted +2 to intelligence (natural 14), and a natural 16 (no bonus) charisma and he dumped his Wis and Dex to have a balanced Str/Con. I also have guaranteed Trainers in my world Elder Scrolls style. There is a +1 Strength Trainer, a +2 Strength Trainer (who must be visited in succession). There are also trainers for skills, attack, defense, initiative and caster level. I use this -instead- of magic items because it places a predictable, choice-based gain through in-game consequences that can be determined out of game. I was really hoping that 5e would look at things this way, but I digress. Bounded Accuracy itself lets me add meaning to these small +1 bonuses, because of the system making no assumptions about the items or magic available in my game. That right there is one of my favorite things. Instead of having to tinker everything around my magic levels, I can start from baseline and add where I must. These take the place of the Pariapts of Strength and Tomes of Wisdom, etc. [/QUOTE]
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