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Ability Scores (Heroic Array)
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<blockquote data-quote="Technik4" data-source="post: 2177394" data-attributes="member: 7211"><p>I know everyone uses a lot of different ways to roll your scores, but this is an array I'm using to premake a bunch of 'heroes' for my new AE campaign. </p><p></p><p>16,15,14,13,12,11</p><p></p><p>You can raise the 16 to an 18 by lowering your 11 to a 7. I'm a big fan of 'heroic' heroes, IMC anyone who wants an 18 in one ability can get it without worrying about the randomness (or luck) of the die. Additionally, if you are picking a non-human race, you can usually elect to raise your 16 to an 18 through your racial bonus, or if you are daring, begin with a 20 (but where did that 7 go?).</p><p></p><p>Also, unless I approve, starting characters cannot place the 7 in Charisma (It's fine to put the 11 there though). Every other ability will result in a mechanically less powerful character (even a Magister with a 7 Str has problems), but it seems that cha remains the redheaded stepchild of ability scores - either you need it and want a high score, or you just honestly need the bonus in another score.</p><p></p><p>So, I'm looking for feedback: Should these scores be considered well within the means of what the MM and other monster books assume characters start with, or is it a bit high?</p><p></p><p>As a note, according to pg 169 of the 3.5 DMG, this array would be considered Super 'High-Power Campaign' (4 points above 'High-Power Campaign'). My concern rests that while I think it produces perfectly OK heroes, the DMG finds it munchy, and based on previous games/player reaction, they are 'too low'.</p><p></p><p>Thanks for any input.</p><p></p><p>Technik</p></blockquote><p></p>
[QUOTE="Technik4, post: 2177394, member: 7211"] I know everyone uses a lot of different ways to roll your scores, but this is an array I'm using to premake a bunch of 'heroes' for my new AE campaign. 16,15,14,13,12,11 You can raise the 16 to an 18 by lowering your 11 to a 7. I'm a big fan of 'heroic' heroes, IMC anyone who wants an 18 in one ability can get it without worrying about the randomness (or luck) of the die. Additionally, if you are picking a non-human race, you can usually elect to raise your 16 to an 18 through your racial bonus, or if you are daring, begin with a 20 (but where did that 7 go?). Also, unless I approve, starting characters cannot place the 7 in Charisma (It's fine to put the 11 there though). Every other ability will result in a mechanically less powerful character (even a Magister with a 7 Str has problems), but it seems that cha remains the redheaded stepchild of ability scores - either you need it and want a high score, or you just honestly need the bonus in another score. So, I'm looking for feedback: Should these scores be considered well within the means of what the MM and other monster books assume characters start with, or is it a bit high? As a note, according to pg 169 of the 3.5 DMG, this array would be considered Super 'High-Power Campaign' (4 points above 'High-Power Campaign'). My concern rests that while I think it produces perfectly OK heroes, the DMG finds it munchy, and based on previous games/player reaction, they are 'too low'. Thanks for any input. Technik [/QUOTE]
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