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Alternate Minotaur race
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<blockquote data-quote="LightPhoenix" data-source="post: 254210" data-attributes="member: 115"><p>I'm assuming the way you have this set up is meant for a character race, aye?</p><p></p><p>Soladrin's gives about +2... my gut feeling is that +6/+4 is going to amount to more than +2, especially factoring a point buy system, and favored class. I think I would go with +3, especially if you go +8/+6.</p><p></p><p>Here's my reasoning: If you're going to play a combat oriented class, chances are you won't need more than a 13 in Int, and screw Wis and Con. Given a 25-point point buy system (DMG, p. 19), you're guaranteed to have characters with at least 18 Str and 16 Con, and probably higher*.</p><p></p><p>If you're playing a non-melee-combat character (Rogue, Wizard, etc.) then a player can ignore putting any points into Str and Con and still come up with a 14 and 12, not bad by any measure. That leaves 14s for the other four scores*, which is a pretty beefy character. You can pretty safely assume that a character will be using only two or three of those abilities as well.</p><p></p><p>If you're using the 4d6 method, I would certainly go +3 - while it's certainly <em>possible</em> to roll poorly, I've found that it increases the chances of higher scores and vice versa. </p><p></p><p>* This is based off of the assumption that you distribute your points evenly - 4 points into each ability in the first instance, 6 points into each ability other than Str and Con in the second instance.</p></blockquote><p></p>
[QUOTE="LightPhoenix, post: 254210, member: 115"] I'm assuming the way you have this set up is meant for a character race, aye? Soladrin's gives about +2... my gut feeling is that +6/+4 is going to amount to more than +2, especially factoring a point buy system, and favored class. I think I would go with +3, especially if you go +8/+6. Here's my reasoning: If you're going to play a combat oriented class, chances are you won't need more than a 13 in Int, and screw Wis and Con. Given a 25-point point buy system (DMG, p. 19), you're guaranteed to have characters with at least 18 Str and 16 Con, and probably higher*. If you're playing a non-melee-combat character (Rogue, Wizard, etc.) then a player can ignore putting any points into Str and Con and still come up with a 14 and 12, not bad by any measure. That leaves 14s for the other four scores*, which is a pretty beefy character. You can pretty safely assume that a character will be using only two or three of those abilities as well. If you're using the 4d6 method, I would certainly go +3 - while it's certainly [I]possible[/I] to roll poorly, I've found that it increases the chances of higher scores and vice versa. * This is based off of the assumption that you distribute your points evenly - 4 points into each ability in the first instance, 6 points into each ability other than Str and Con in the second instance. [/QUOTE]
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Alternate Minotaur race
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