S
Sunseeker
Guest
When you create your character you put your points where you want to. There, customized.
Because that's the whole game. Just creating characters.

When you create your character you put your points where you want to. There, customized.
When you create your character you put your points where you want to. There, customized.
Not only would I like to got back to pre-ASI, but I'd love to cap ability scores at 18 and get rid of the +1/2 ability score. This would make higher/lower scores more meaningful, but the "average" score has a much wider range. For those of you unfamiliar:
[TABLE="width: 500"]
[TR]
[TD]3
[/TD]
[TD]-3
[/TD]
[/TR]
[TR]
[TD]4-5
[/TD]
[TD]-2
[/TD]
[/TR]
[TR]
[TD]6-8
[/TD]
[TD]-1
[/TD]
[/TR]
[TR]
[TD]9-12
[/TD]
[TD]0
[/TD]
[/TR]
[TR]
[TD]13-15
[/TD]
[TD]+1
[/TD]
[/TR]
[TR]
[TD]16-17
[/TD]
[TD]+2
[/TD]
[/TR]
[TR]
[TD]18
[/TD]
[TD]+3
[/TD]
[/TR]
[/TABLE]
I know you're being sarcastic here, but ever since 3e came out it does seem like more of the game revolves around creating characters than playing them...Because that's the whole game. Just creating characters.![]()
I would propose that the mechanical weight born by the current ability scores be carried instead by class and racial features and a sort of ribbon list to quirk-ify characters. That way, if you want to play a heavy-hitting muscle-mountain of a fighter, you take that tank class and it's baked right in. Have another swashbuckler class for the clever, acrobatic version of fighter, who has his critical abilities baked right in.
Similarly, if elves are to be especially graceful, give them an Elven Grace trait and tell me what it does. (Classes would be a smaller and more tightly-defined with fewer internal options than the current system.) That gives an opportunity to make that Elven Grace more impactful than a minor statistical variance from baseline human. (No guarantees on designers using that well.)
I know you're being sarcastic here, but ever since 3e came out it does seem like more of the game revolves around creating characters than playing them...
So if I added up the time spent in all my game sessions, you think we'd have spent more time creating our characters instead of playing them?I know you're being sarcastic here, but ever since 3e came out it does seem like more of the game revolves around creating characters than playing them...
Well, yes; even a completely static game still needs rules of some sort in order to be playable.I don't deny that. But if we're going to support a modular system, if we're going to support reducing complexity and bloat and options, then we're arguing for a more static game system. The "leveling treadmill" is designed specifically to keep people in the game. Sure, a good DM can keep people in the game even if they never level up at all! But then that begs the question: if what the game rules really boil down to is "Have a great DM!" then do we need the rules? Do we need rules for a system that never evolves? Never grows?
We could, I suppose, but it wouldn't be nearly as much fun.Never allows players to grow except in one way? Can't we just replace that with a good writer and an interesting story? Like, a novel?
Not sure what you're getting at here. My take is that having feats in the game at all still represent more complexity than I'd like to see, and ASI's as 5e has them are far too generous.I mean heck, I LOVE building characters. But I thought the whole ASI/Feat option thing was put in there FOR people who wanted less. Who wanted simplicity now it sounds like that same group is complaining about that simplicity and saying that characters only choices are to increase in complexity! I'm really confused.
Yeah, that's always been one of those game aspects that makes less and less sense the closer it's looked at.And beyond that I don't understand any of their argument claiming one can become more skilled...but not...smarter?
Likely not - I too was being a bit sarcastic - but I think you'd be hard put to deny the trend in focus towards character build (gads I hate that term!) over time.So if I added up the time spent in all my game sessions, you think we'd have spent more time creating our characters instead of playing them?