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2024 Player's Handbook Reveal: Feats/Backgrounds/Species
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<blockquote data-quote="Scott Christian" data-source="post: 9386632" data-attributes="member: 6901101"><p>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.</p><p></p><p>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. </p><p></p><p>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?</p><p></p><p>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. </p><p></p><p>5e took away many options that existed in 4e. Was that also bad game design?</p></blockquote><p></p>
[QUOTE="Scott Christian, post: 9386632, member: 6901101"] 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 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. 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? [/QUOTE]
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