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Ability Score Balance: through the eyes of fresh players
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<blockquote data-quote="Kinematics" data-source="post: 7962721" data-attributes="member: 6932123"><p>What I've seen is that it's mainly a problem of the Standard Array. With the Standard Array, you <em>must</em> have an 8 somewhere in your build. When you go to point buy, it's more common (but not guaranteed) for the player to not want to have stats falling below average (and have a penalty), so you'll mostly see 10's as a baseline before trying to raise something higher.</p><p></p><p>So the problem of the dump stat (outside of rolled stats) arises because the system forces a dump stat to exist.</p><p></p><p>---</p><p></p><p>I honestly like PF2's character creation steps. It uses neither rolled dice nor point buy, but instead builds the stats out of ancestry, background, and class buffs.</p><p></p><p>Pros:</p><p></p><p>It's easy to see some stats influenced by birth (nature), but just as much have other stats influenced by what you did growing up (nurture).</p><p></p><p>It feels like a better implementation of race to separate it into ancestry (genetics) and heritage (culture). It doesn't <em>quite</em> match up to all the subrace possibilities (eg: genasi elements), but for the most part heritage seems a better tool than subrace. It also makes it easier to fit characters of one race that grew up in another culture (eg: Carrot in Discworld, the human who grew up as a dwarf).</p><p></p><p>It also fits in the Dragonmark "subraces" more easily. Those just become additional heritage options.</p><p></p><p>Everyone stats at a 10, which is 'average'. You're not forced to start out with a negative stat mod. It feels better to build off of average, and seeing how you deviate, than build off of 8 as a baseline, which implies everyone starts at "kinda sucky".</p><p></p><p>You don't buy your stats and then build your character on top of them; you build your character, and thus get a particular set of stats.</p><p></p><p></p><p>Cons:</p><p></p><p>It doesn't bother with odd numbered stats, though, which hinders the ability to mesh it with 5E's half-feats (+1 to a stat, plus some ability).</p><p></p><p>It leaves less room for "customizing" an oddball design. But one would naturally ask, then: do your stats really define your character? If your background was a caravan leader, does it matter whether you took an arrow to the knee in a bandit attack, leading to a lower Dex? Particularly if the only point of that was to trade out point for a higher Str, or something? Or is the fact that he was a caravan leader the important thing?</p><p></p><p>---</p><p></p><p>I'd want to have a system where you pick:</p><p></p><p>Ancestry (Race)</p><p>Ancestry (Heritage)</p><p>Background</p><p>Class</p><p></p><p>And that's all you need to worry about. Maybe have a couple leftover points that you can assign based on life goals, or Ideals, or some such.</p><p></p><p>Anyone feel like trying to experiment with something like that?</p></blockquote><p></p>
[QUOTE="Kinematics, post: 7962721, member: 6932123"] What I've seen is that it's mainly a problem of the Standard Array. With the Standard Array, you [I]must[/I] have an 8 somewhere in your build. When you go to point buy, it's more common (but not guaranteed) for the player to not want to have stats falling below average (and have a penalty), so you'll mostly see 10's as a baseline before trying to raise something higher. So the problem of the dump stat (outside of rolled stats) arises because the system forces a dump stat to exist. --- I honestly like PF2's character creation steps. It uses neither rolled dice nor point buy, but instead builds the stats out of ancestry, background, and class buffs. Pros: It's easy to see some stats influenced by birth (nature), but just as much have other stats influenced by what you did growing up (nurture). It feels like a better implementation of race to separate it into ancestry (genetics) and heritage (culture). It doesn't [i]quite[/i] match up to all the subrace possibilities (eg: genasi elements), but for the most part heritage seems a better tool than subrace. It also makes it easier to fit characters of one race that grew up in another culture (eg: Carrot in Discworld, the human who grew up as a dwarf). It also fits in the Dragonmark "subraces" more easily. Those just become additional heritage options. Everyone stats at a 10, which is 'average'. You're not forced to start out with a negative stat mod. It feels better to build off of average, and seeing how you deviate, than build off of 8 as a baseline, which implies everyone starts at "kinda sucky". You don't buy your stats and then build your character on top of them; you build your character, and thus get a particular set of stats. Cons: It doesn't bother with odd numbered stats, though, which hinders the ability to mesh it with 5E's half-feats (+1 to a stat, plus some ability). It leaves less room for "customizing" an oddball design. But one would naturally ask, then: do your stats really define your character? If your background was a caravan leader, does it matter whether you took an arrow to the knee in a bandit attack, leading to a lower Dex? Particularly if the only point of that was to trade out point for a higher Str, or something? Or is the fact that he was a caravan leader the important thing? --- I'd want to have a system where you pick: Ancestry (Race) Ancestry (Heritage) Background Class And that's all you need to worry about. Maybe have a couple leftover points that you can assign based on life goals, or Ideals, or some such. Anyone feel like trying to experiment with something like that? [/QUOTE]
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