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D&D 5E Ability Score Increases (I've changed my mind.)

There aren't a lot of barbarian elves because they don't get a bonus to strength. So playing one is out of the norm and memorable.

With floating ASIs it is no longer out the norm. It isn't against type.
True story: I played a dex based barbarian wood elf. By sixth level I was running, I think like 150' or 160' feet a turn. I could run 110' a turn and still attack! ;) Also was able to negate opportunity attacks. But my damage was crappy compared to any other barbarian. Crappy with a capital C.
But this combo can actually be an argument to keep the standard ASIs, as it can does a forced take on how to play a class, and sometimes leads to unique builds.
 

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Bill Zebub

“It’s probably Matt Mercer’s fault.”
True story: I played a dex based barbarian wood elf. By sixth level I was running, I think like 150' or 160' feet a turn. I could run 110' a turn and still attack! ;) Also was able to negate opportunity attacks. But my damage was crappy compared to any other barbarian. Crappy with a capital C.
But this combo can actually be an argument to keep the standard ASIs, as it can does a forced take on how to play a class, and sometimes leads to unique builds.

I have to admit I don't really see "a forced take on how to play a class" as a persuasive argument in favor of something.

It sounds like a fun build, and with floating ASIs you could still choose that approach if that's what you wanted to play, which feels to me like a win.
 

Umbran

Mod Squad
Staff member
Supporter
Someone brought up the Winter Eladrin monster statblock as having a 10 dex (+0)

I mentioned that the Winter Eladrin bother me, because they are so so much weaker than all of the other Eladrin, by a lot.

Why do you think they are supposed to be just as powerful in combat? Winter Eladrin, by the descriptions, are not the front-line fighters of the Eladrin society - that's Summer's role.
 

I have to admit I don't really see "a forced take on how to play a class" as a persuasive argument in favor of something.

It sounds like a fun build, and with floating ASIs you could still choose that approach if that's what you wanted to play, which feels to me like a win.
I completely agree with you. But I can say I never would have thought of playing a barbarian that way were it not for the forced perspective part. That is all I was implying.
 

LadyElect

Explorer
But the argument for more control over ASIs has always been: "I want to make the character that I envision. I shouldn't be punished (not getting an extra +1) for being a (fill in the blank). So, why not negate all of it and just let the players choose their attributes? I mean, wouldn't that actually be the epitome of "creating the character a player envisions?"
There’s something to be said for the difference is lessening racial ASI impact and skipping the gameplay loop of leveling and choosing feat vs ASI altogether. I don’t know that the jump here is quite the same. Point buy seems to serve the idea well enough while still retaining a “starting point”.
 
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Bill Zebub

“It’s probably Matt Mercer’s fault.”
There’s something to be said for the difference is lessening racial ASI impact and skipping the gameplay loop of leveling and choosing feat vs ASI altogether. I don’t know that the jump here is quite the same. Point but seems to serve the idea well enough while still retaining a “starting point”.

Count me in. I hate having the choice between feats and ASIs. I want the feats, but the ASIs are too mathematically compelling.

Just like I hate having the choice between the initial ASI and the race I want to play.
 


I think you are conflating "what I want" in an absolute vs. a relative sense.

You are describing it here in an absolute sense: "I want to be smart and quick so I want 20's in both scores." (But, of course, one then has to question the 20 cap. Why not 30 in both scores?)

The floating ASI is about "what I want" in the relative sense: all the other players who chose traditional, archetypical race/class combinations get +3 in their prime attribute, why do I have to settle for +2 just because I wanted to play a half-orc wizard?
Because you also wanted a wizard that could bounce back after being dropped unconscious? Or you wanted a wizard that is good at intimidation? Or you wanted a wizard that has a better than average con? Or you wanted a wizard that has a good strength, and therefore, good athletic skills? Or you wanted a wizard that when they actually swung a sword had a chance to do some damage? Or you wanted a wizard that gets all those things, but has to live without that extra +1?
Or maybe you just wanted to play a half-orc wizard because it adds to the characterization in the campaign? Maybe it adds to the storyline and creates an interesting conflict?
 

Bill Zebub

“It’s probably Matt Mercer’s fault.”
Because you also wanted a wizard that could bounce back after being dropped unconscious? Or you wanted a wizard that is good at intimidation? Or you wanted a wizard that has a better than average con? Or you wanted a wizard that has a good strength, and therefore, good athletic skills? Or you wanted a wizard that when they actually swung a sword had a chance to do some damage? Or you wanted a wizard that gets all those things, but has to live without that extra +1?

With all those advantages to non-primary stats, you'd think more people would be putting their +2 there, and that race/class synergy would be less popular.
 

With all those advantages to non-primary stats, you'd think more people would be putting their +2 there, and that race/class synergy would be less popular.
Very true. Very true. I still don't understand the absolute need to have that race/class combo. But, I didn't understand that need 20 years ago either. I think I am in the minority for this.
 

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