Scott Christian
Hero
You accuse me of false assumptions regarding your intent. Please read the first and last paragraph of your sentence. You can't seem to find a way to build your urchin that starts with a 16. That is my entire claim. People are not really upset that the urchin kid is less learned than the noble kid, they are upset because they can't start with a 16 in the ability they want. If we start with that premise, then debating the topic can lead to interesting insights. If people just want to find an inflammatory attack to make others feel bad about accepting these background ASIs, then there is no point in debating. It becomes a lose-lose for both sides.You seem to be making false assumptions about my motivations. My intent is to call out the game designers for adding new, arbitrary restrictions to existing character builds.
You have mentioned several times how you would build an intelligent street urchin character. As I said in my last post, I'm not trying to convince you to build that character differently. The game has no restrictions preventing you from building that character, so by all means, built it.
I continue to mention how I would build an intelligent street urchin to highlight the new restrictions in the game rules. I can build the character I describe using the rules in the 2014 PHB, but I'm not yet seeing any way to build that same character using the rules in the 2024 PHB.
You are right here, you can make an acolyte using the 2014 rules with a 16 strength - provided you choose the right race. Using Tasha's, you don't need to worry about background or race.That's also why I keep mentioning the acolyte dedicated to the God of Strength. Using only the 2014 PHB, I can make an acolyte of Strength as strong as the strongest starting character of the same species. From what we've seen, using only the 2024 PHB, I can't do that.
But again, this just points out that all you want is a starting 16 in whatever ability you deem necessary - regardless of your choice of race or background. That seems to be your claim. And it is a very fair statement. I mean, why would the rulebook limit you in this option?
Here is where the other side comes in. Because character creation and development are all about choices. For some players, these choices allow them to keep certain tropes (great for world building), add a touch to their version of realism at the table, and force them to explore character paths they might not have considered before. An example would be the acolyte devoted to the god of strength which is also more charismatic than the other acolytes he's around. And that character focus, on charisma, leads them specializing in charisma-based skills, choosing influence type spells that they flavor with their charisma, and being the lead spokesperson of their group.
5e took away many options that existed in 4e. Was that also bad game design?Arbitrarily taking away options that already exist in the game is bad game design. There's no game balance issue being addressed here. Nothing's being streamlined. (In fact, the rules are getting wordier, thanks to non-floating bonuses.) As far as I'm concerned, this is a step backwards.