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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Ability Scores - Should they increase?
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<blockquote data-quote="RHGreen" data-source="post: 5772807"><p>A solution would be to have a maximum that you work towards. This would mean there would be a cap to prevent excessive build up of one score. If you had random generation and came out with lower end scores you could, through levelling, build up to the cap.</p><p> </p><p>* No excessive single scores and disparity.</p><p>* Investment in secondary/tertiary scores for more individuality.</p><p>* Gradual evening between different characters so that at some point they would be of equal strength so you don't have what you would feel is an underpowered useless character forever.</p><p>* Low intial rolls are still rubbish, but less likely to throw characters away unitl you roll loads of 18s because you have an unplayable character. It supports Zero to Hero and grittiness.</p><p> </p><p>I'll leave the exact mechanics to someone else, but I've liked the idea of a random chance to increase scores. It needs fleshing out.</p><p> </p><p>For example: </p><p> </p><p>Roll above current score to increase stat by 1.</p><p>You get bonuses to the roll based on Class to Ability Score </p><p>(Fighter-Strength/Constitution etc)</p><p>If you have a low score it is really easy to increase.</p><p>If you have a high score it is harder to push it up to max - you will eventually.</p><p>High initial rolls are still good because it is less effort to get to the cap and you get bonuses earlier than someone with low rolls.</p><p>Makes the actual ability score have more of a function.</p><p> </p><p>Addition edit: Each tier could have slightly increasing caps. A very high tier could be Hercules level of cap.</p></blockquote><p></p>
[QUOTE="RHGreen, post: 5772807"] A solution would be to have a maximum that you work towards. This would mean there would be a cap to prevent excessive build up of one score. If you had random generation and came out with lower end scores you could, through levelling, build up to the cap. * No excessive single scores and disparity. * Investment in secondary/tertiary scores for more individuality. * Gradual evening between different characters so that at some point they would be of equal strength so you don't have what you would feel is an underpowered useless character forever. * Low intial rolls are still rubbish, but less likely to throw characters away unitl you roll loads of 18s because you have an unplayable character. It supports Zero to Hero and grittiness. I'll leave the exact mechanics to someone else, but I've liked the idea of a random chance to increase scores. It needs fleshing out. For example: Roll above current score to increase stat by 1. You get bonuses to the roll based on Class to Ability Score (Fighter-Strength/Constitution etc) If you have a low score it is really easy to increase. If you have a high score it is harder to push it up to max - you will eventually. High initial rolls are still good because it is less effort to get to the cap and you get bonuses earlier than someone with low rolls. Makes the actual ability score have more of a function. Addition edit: Each tier could have slightly increasing caps. A very high tier could be Hercules level of cap. [/QUOTE]
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Ability Scores - Should they increase?
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