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Ability Scores (Heroic Array)
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<blockquote data-quote="BiggusGeekus" data-source="post: 2177591" data-attributes="member: 1014"><p>If it were me (and it isn't) I would change that to lowering the 12 to an 8. Too many players either won't see the -2 ability penalty for the gaping hazard that it is or they'll "over roleplay" the penalty. True, you'll get some guys who do a great job with it and if you have those guys in your group, all the power to you. But speaking as someone who doesn't know your group, I'd give it a second thought.</p><p></p><p>Another thing you may want to kick around is use the standard array, but give out attribute bonuses every couple of levels for great adventure/roleplay. This is what I enjoy. It lets the player point to a "free feat" I've given them and say "Yes, this +1 CON bonus is when I dove into the water and held my breath for three minutes in order to save the life of the Northern Princess". </p><p></p><p>For more examples of this kind of freebie, play <em>Planescape Torment</em>.</p><p></p><p></p><p></p><p></p><p></p><p></p><p>I saw how you addressed Crothian's concerns. How about this: lower the number of points the PCs start with by maybe two. Now, tell them that their CHA bonus stacks with their WIS bonus for WILL saves. Sure, the sorcerors and bards will make out like bandits. But sorcerors already have a high will save so they won't benifit that much. And bards are genearlly considered a weak class by powergamer types (like me). </p><p></p><p>You'll have a party of diplomats in no time.</p><p></p><p></p><p></p><p></p><p>Well, players always think ability scores are too low. You really have to get the kind of player who thinks starting the game with a sucking chest wound is a <em>fine</em> way to kick off a campaign before you see the ones who like low ability scores. If they really feel it is too low, just tell them that lower ability scores is your way of making sure they keep the party together because they'll need each other that much more. Then split the party up forcibily and laugh like a sociopath.</p></blockquote><p></p>
[QUOTE="BiggusGeekus, post: 2177591, member: 1014"] If it were me (and it isn't) I would change that to lowering the 12 to an 8. Too many players either won't see the -2 ability penalty for the gaping hazard that it is or they'll "over roleplay" the penalty. True, you'll get some guys who do a great job with it and if you have those guys in your group, all the power to you. But speaking as someone who doesn't know your group, I'd give it a second thought. Another thing you may want to kick around is use the standard array, but give out attribute bonuses every couple of levels for great adventure/roleplay. This is what I enjoy. It lets the player point to a "free feat" I've given them and say "Yes, this +1 CON bonus is when I dove into the water and held my breath for three minutes in order to save the life of the Northern Princess". For more examples of this kind of freebie, play [i]Planescape Torment[/i]. I saw how you addressed Crothian's concerns. How about this: lower the number of points the PCs start with by maybe two. Now, tell them that their CHA bonus stacks with their WIS bonus for WILL saves. Sure, the sorcerors and bards will make out like bandits. But sorcerors already have a high will save so they won't benifit that much. And bards are genearlly considered a weak class by powergamer types (like me). You'll have a party of diplomats in no time. Well, players always think ability scores are too low. You really have to get the kind of player who thinks starting the game with a sucking chest wound is a [i]fine[/i] way to kick off a campaign before you see the ones who like low ability scores. If they really feel it is too low, just tell them that lower ability scores is your way of making sure they keep the party together because they'll need each other that much more. Then split the party up forcibily and laugh like a sociopath. [/QUOTE]
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