D&D 3E/3.5 3.5 Point Buy


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Gnome said:
Yeah, but wisdom doesn't need to be 14 until 15th-level, so having the points in other stats will help more early-on than having them in Wisdom right-away IMO.

I think that way is good, but I would personally go with the extra hitpoints and will save early and get the Str bonus at 8th not to mention access to 2nd level spells 2 levels sooner. Just trying to add another opinion or option.
 
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Nac_Mac_Feegle said:
that's harsh!

Switching to point buy was one of the best things I ever did for game balance IMC. It starts everyone on level ground before they even pick class rather than 'luck of the dice'. A couple unlucky rolls would haunt a character for the whole campaign...plus I had some suspiciously high stats, repeatedly, on one player...maybe not all luck.

If 32 pt buy is harsh, it is harsh for all players and therefore, fair.
 

For future reference, I've noticed that the number of points required to raise a stat is equal to the stat's current modifier, with a minimum of one point. So raising a stat from 13 to 14 (+1 modifier at 13) would cost one point, but 14 to 15 would cost 2 (as 14 yields a +2 modifier). I find this easier than memorizing a chart of values.
 

werk said:
Switching to point buy was one of the best things I ever did for game balance IMC. It starts everyone on level ground before they even pick class rather than 'luck of the dice'. A couple unlucky rolls would haunt a character for the whole campaign...plus I had some suspiciously high stats, repeatedly, on one player...maybe not all luck.

If 32 pt buy is harsh, it is harsh for all players and therefore, fair.

Exactly. And to make it even more fun ... when my players go up against an opponent that is built by using class levels (not just out of the MM as it were) - the opponent they go up against also uses the same ability point buy as the players received. (I use 32 point buy as well).

Oh, and if we are talking fair ... one of my biggest pet-peeves is that the enemies often don't receive maximum hit-die by many DMs, but they turn around and give the players maximum hit-die for the first character level. Fair is fair, after all.

And if we are talking about really streamlining the character generation process, I also use a system for generating Hit Points as 75% of class hit die (round up at odd class levels and down at even class levels). That makes the Hit point rolling all be fair as well. I use this same method for the villians ... the old good for the goose/good for the gander rationale.

One thing I haven't seen on here is suggestions for a rnaged paladin. I've seen a paladin with 10 STR and and an Uber WIS use zen archery (CD I believe) pretty efficiently. This is an even better tactic for clerics, by the way. :)
 

Tiberius said:
For future reference, I've noticed that the number of points required to raise a stat is equal to the stat's current modifier, with a minimum of one point. So raising a stat from 13 to 14 (+1 modifier at 13) would cost one point, but 14 to 15 would cost 2 (as 14 yields a +2 modifier). I find this easier than memorizing a chart of values.

As long as you remember it doesn't work for values less than 12 ... then you are golden. After all, that would mean going from 10 to 11 to 12 would all be free since 10 and 11 have a mod of +0, right? ;)

I realize this is not what you meant ... just kidding, really.

Edit: Hee hee. And going from 8 to 9 to 10 would actually increase your points available because the mod is -1!

Okay, I admit I took your very useful guideline and abused it. Sorry. jsut having fun, really.
 

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