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I think just how much power creep this is, is debatable.Yes, some choices are suboptimal from an optimizer's point of view but from a role play and concept PoV nothing is changed except power creep.
I think just how much power creep this is, is debatable.Yes, some choices are suboptimal from an optimizer's point of view but from a role play and concept PoV nothing is changed except power creep.
But my whole point is that it ISN'T power creep. We optimizers (and yes, I have no desire to play a character with a non-16 unless I roll poorly instead of doing point-buy) aren't going to be able to pick better options, because V-Human and Custom Lineage are still the best options for almost every build. All the change does is actually let us play other options to try out some different ideas without having to have an aesthetically unpleasing +2 mod in our main stat.That was quite easy before with fixed ASI. Beside the power creep, floating ASI changes nothing as to what race you can play. Yes, some choices are suboptimal from an optimizer's point of view but from a role play and concept PoV nothing is changed except power creep. Floating ASI are simply a disguised way to get moarrrrrr Powaaaaa! The role play and character concept are just an excuse to hide the intention. I want to play a dwarven wizard, a half orc rogue, an elf paladin in full plate but I want my sweet 16...
Nothing but that 16 ever prevented you from doing these concepts and many more but the small cost of not having a 16...
Note:" And by you, I mean your side. Not you personally." Just clarifying...
Is it, really?but from a role play and concept PoV nothing is changed except power creep
Put nine in intelligence so they end up with the perfectly average ten, and put 14 or 15 in strength so they are pretty damn strong for a farm boy. Normal commoner has strength ten, so they would be significantly stronger.What if I want a fire genasi who isn't inexplicably just, smarter, but instead is stronger because he's been working on a farm all his life, and just has average intelligence?
Gotta say, @TwoSix has done in like 4 posts over a few threads, more than any number of people have over a year, to convince me that floating has some merit. LOLIt's only power creep when it raises the ceiling; all floating ASIs do is raise the floor for previously suboptimal concepts.
I like to think that every once in a while, we can have useful discussion on these forums. But I'm an optimist.Gotta say, @TwoSix has done in like 4 posts over a few threads, more than any number of people have over a year, to convince me that floating has some merit. LOL
That's the thing. No matter if folks say I'm choosing Floating ASIs for Powergaming, I just know that's not why. It actually removes the thoughts of Powergaming from my mind as I create characters!I like to think that every once in a while, we can have useful discussion on these forums. But I'm an optimist.
For me, all I know is that I have two concepts I'm kicking around for our next games that I would have made a human or half-elf before TCoE, and now I'm going to make them a leonin and a bugbear, respectively, purely for the aesthetics and concept. TCoE opened up choices that I wanted to make aesthetically but would have felt uncomfortable about playing with a 14-15 stat, so I'm grateful for the rules change.
I played an all dex, wood elf barbarian once. He could move 110' and still attack. And opportunity attacks, at times, were almost useless due to his totem. He did not do great damage, but he was about the best scout I have ever seen.I definitely think dex barbarians should be thing. Barbarians are bizarrely aggressively locked to strength.
Can it use magical defensive devices e.g. a Ring of Protection or similar?I have to get home to see my DMG book. However 14 DEX and WIS gets you AC 14 and it doesn't go up until you take level ASI.
And it can't use magic armor nor shields.
I think not wearing armour is thematically important. I made unarmoured defence 10+dex+prof. Makes the classes less MAD and scales better.I can't offhand think of a better way, though, that keeps Monks viable at low levels yet doesn't give them ridiculously good AC at high. Maybe knock off one of the Wis or Dex bonus but allow them to wear light armour?