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2 Questions: Attribute Points & Paladin Detect Evil
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<blockquote data-quote="Xylix" data-source="post: 499408" data-attributes="member: 9089"><p><strong>Question #1:</strong></p><p></p><p>The level of attributes you grant should be proportional to the level of 'heroism' that you want the players to exibit. If you want fairly run the mill players 25 is fine, if you want heroic players 30 works. If you want epic heroes that stand above the competion 35 works wonders. If you want walking legends 40 is always a good start.</p><p></p><p>I usually vary it depending on the story I am telling, and how many players I have. In one on one games handing out 35, 40 or evn 45 isn't all that strange, as often the player will be all alone in a very nasty world.</p><p></p><p>However, I usually tone this down with more players, as the players don't need quite as much of a boost to chop their way through troubles.</p><p></p><p>On a side note I moved the point costs as follows:</p><p></p><p>8-13: One character point</p><p>14-18: Two character points</p><p></p><p>for starting stats, I usually grant +1 point for anyone willing to lower one statistic and ROLEPLAY it <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>The change was to encourge players that are extremely aware of how every event effects their power to take non-traditional point buy scores. In otherwords to allow an 18 if the player wishes it without completely dumping a slew of scores, and to discourage strait 14s, which I saw far to often on the old point buy system. Infact, the only time I saw higher than 14 was on main ability scores, which where usually only 16, as it is I don't see many 18s as it hurts other statistics heavily.</p><p></p><p>What you do should be dependent on how you want your players to look. I perfer 'heroic' heroes. Some people perfer lower statistics. Of course I also keep in mind what I assign to NPCs (usually 15 for trash, 20-25 for any fighting NPC of note, such as guards or soldiers).</p><p></p><p></p><p>Question #2</p><p></p><p>I always infavored good and evil only being detectable when manifested through either extreme acts, or supernatural forces. In otherwords good and evil are not detectable on the mortal relm, and as such cannot be detected, unless the individual is strongly supernatural, or was involved in extreme evil deeds.</p><p></p><p>This makes things far far harder. Another option is to make accusations on 'alignment' illegal slander, which could land the PCs in Jail. Acting on alignment alone a hate crime that could end up with a death sentance. That would make players think twice.</p><p></p><p>Finally, you can always say they detect evil 'EVERYWHERE' because everyone they have to deal with is evil, and they have to choose the lessar of the paths. After the paladin adjust to having to deal with or even temporarily ally with people that are not so wholesome he will think twice before killing someone who is evil. Also consider the possiblity of mixing in 'good' villians <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>A good way to tackle this is with a strongly Chaos-Law centered dispute instead of good and evil. The fun of this direction is you may have your players split on the best decision.</p><p></p><p>However, if need be having a concentration check, or overt action on the player's part is a good limitation. This has the added effect of allowing you to play NPCs that are so checked as annoyed and insulted. Thus making the player a little more catious in his application.</p><p></p><p></p><p>Oddly in the last Paladin I played detect evil was never an issue. As my Paladin 'detected' evil by looking for archetypical villian looks. So yes he was comming down on all those fellows in dark cloaks. Then again he had 5 intelligence....</p></blockquote><p></p>
[QUOTE="Xylix, post: 499408, member: 9089"] [b]Question #1:[/b] The level of attributes you grant should be proportional to the level of 'heroism' that you want the players to exibit. If you want fairly run the mill players 25 is fine, if you want heroic players 30 works. If you want epic heroes that stand above the competion 35 works wonders. If you want walking legends 40 is always a good start. I usually vary it depending on the story I am telling, and how many players I have. In one on one games handing out 35, 40 or evn 45 isn't all that strange, as often the player will be all alone in a very nasty world. However, I usually tone this down with more players, as the players don't need quite as much of a boost to chop their way through troubles. On a side note I moved the point costs as follows: 8-13: One character point 14-18: Two character points for starting stats, I usually grant +1 point for anyone willing to lower one statistic and ROLEPLAY it ;) The change was to encourge players that are extremely aware of how every event effects their power to take non-traditional point buy scores. In otherwords to allow an 18 if the player wishes it without completely dumping a slew of scores, and to discourage strait 14s, which I saw far to often on the old point buy system. Infact, the only time I saw higher than 14 was on main ability scores, which where usually only 16, as it is I don't see many 18s as it hurts other statistics heavily. What you do should be dependent on how you want your players to look. I perfer 'heroic' heroes. Some people perfer lower statistics. Of course I also keep in mind what I assign to NPCs (usually 15 for trash, 20-25 for any fighting NPC of note, such as guards or soldiers). Question #2 I always infavored good and evil only being detectable when manifested through either extreme acts, or supernatural forces. In otherwords good and evil are not detectable on the mortal relm, and as such cannot be detected, unless the individual is strongly supernatural, or was involved in extreme evil deeds. This makes things far far harder. Another option is to make accusations on 'alignment' illegal slander, which could land the PCs in Jail. Acting on alignment alone a hate crime that could end up with a death sentance. That would make players think twice. Finally, you can always say they detect evil 'EVERYWHERE' because everyone they have to deal with is evil, and they have to choose the lessar of the paths. After the paladin adjust to having to deal with or even temporarily ally with people that are not so wholesome he will think twice before killing someone who is evil. Also consider the possiblity of mixing in 'good' villians ;) A good way to tackle this is with a strongly Chaos-Law centered dispute instead of good and evil. The fun of this direction is you may have your players split on the best decision. However, if need be having a concentration check, or overt action on the player's part is a good limitation. This has the added effect of allowing you to play NPCs that are so checked as annoyed and insulted. Thus making the player a little more catious in his application. Oddly in the last Paladin I played detect evil was never an issue. As my Paladin 'detected' evil by looking for archetypical villian looks. So yes he was comming down on all those fellows in dark cloaks. Then again he had 5 intelligence.... [/QUOTE]
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