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General Tabletop Discussion
*Dungeons & Dragons
A Proper Ability Score Generation Preference Poll
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<blockquote data-quote="redrick" data-source="post: 7276525" data-attributes="member: 6777696"><p>I've seen plenty of point buy characters that get rid of the 8. 10, 10, 10, 13, 14, 15. 10, 10, 11, 12, 14, 15. That's two arrays, both of which keep your power stats at full. So, with a 27-point buy, the 8 isn't a requirement. It's just in the standard array because the standard array is a suggested distribution that hits all the bases.</p><p></p><p>Of course, there's nothing stopping you from raising the point buy budget, which effectively banishes negative ability scores to the realm of polio, unless we also expand the cap above 15. (A 33 point buy, as suggested somewhere to allow 10, 10, 10, 15, 15, 15 is going to produce even more homogenous results than the 27 if we keep that cap on scores of 15.) And, again, while the game works fine to do this, I'll make the case for a starting cap of 15, which is that it makes the ASI process work much better, in my experience.</p><p></p><p>Every time you get an ASI, you get to choose between a feat or that ability score bonus. This is a reasonable trade-off and some players will choose one and some will choose the other. Some players don't really want the feats — they just want to get better at smashing and dodging. However, once you have your primary ability scores maxed out, the bonuses to secondary and tertiary scores have diminishing rewards. It's not a game breaker, but it does cause characters to load up on more feats. Personally, I like the diversity that develops between characters who choose to invest heavily in feats, but keep their ability scores close to their initial level, vs characters who forgo feats to become SUPER STRONG or SUPER SMART.</p><p></p><p>But, as you say, that's just my opinion. It's not like the game totally falls apart if you lose that. Ultimately, what we do with the characters is what matters, not an extra 5% or 10% increase in success rate.</p></blockquote><p></p>
[QUOTE="redrick, post: 7276525, member: 6777696"] I've seen plenty of point buy characters that get rid of the 8. 10, 10, 10, 13, 14, 15. 10, 10, 11, 12, 14, 15. That's two arrays, both of which keep your power stats at full. So, with a 27-point buy, the 8 isn't a requirement. It's just in the standard array because the standard array is a suggested distribution that hits all the bases. Of course, there's nothing stopping you from raising the point buy budget, which effectively banishes negative ability scores to the realm of polio, unless we also expand the cap above 15. (A 33 point buy, as suggested somewhere to allow 10, 10, 10, 15, 15, 15 is going to produce even more homogenous results than the 27 if we keep that cap on scores of 15.) And, again, while the game works fine to do this, I'll make the case for a starting cap of 15, which is that it makes the ASI process work much better, in my experience. Every time you get an ASI, you get to choose between a feat or that ability score bonus. This is a reasonable trade-off and some players will choose one and some will choose the other. Some players don't really want the feats — they just want to get better at smashing and dodging. However, once you have your primary ability scores maxed out, the bonuses to secondary and tertiary scores have diminishing rewards. It's not a game breaker, but it does cause characters to load up on more feats. Personally, I like the diversity that develops between characters who choose to invest heavily in feats, but keep their ability scores close to their initial level, vs characters who forgo feats to become SUPER STRONG or SUPER SMART. But, as you say, that's just my opinion. It's not like the game totally falls apart if you lose that. Ultimately, what we do with the characters is what matters, not an extra 5% or 10% increase in success rate. [/QUOTE]
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A Proper Ability Score Generation Preference Poll
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