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General Tabletop Discussion
Level Up: Advanced 5th Edition (A5E)
Alternative pointbuy system
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<blockquote data-quote="tetrasodium" data-source="post: 8573239" data-attributes="member: 93670"><p>I'm not sure that I understand your confusion. Very few characters are going to have any interest in a ten in all six stats. They might however decide some stats are undeserving of more than an 8 6 or even a 3 & spend those extra points saved elsewhere in one or more attributes that they want to excel at. Even a MAD jack of all trades character is going to have some ability scores that they simply don't need to consider & are unlikely to ever use much. The 15/14/13/12/10/8 standard array is non minmaxed in anything because it's just maxed across the board in everything a particular PC will need & even the areas it fails to max are hardly low enough to call "min" for the basically allmax array that qualifies for four different 13stat gated multiclass options.</p><p></p><p>The monsters don't need to be "nerfed" because the players now have more need & room to acquire magic items so zombies skeletons & kobolds can do that without needing to use much higher CR fiends & such. The default array & default pointbuy that powers it is so good that the room for equipment is squeezed out. Having lower starting attributes and/or a wider gap between one's good/great stats & poor/dump stats creates room to fill with equipment & takes far less math manipulation tha forcing the gm to manually add a few points to ac saves DC & tohit of every monster. Take this quote from page 501 of monstrous menagerie as an example of how much room there already is <em>"You can raise or lower the monster’s Armor Class by one or two points without altering it in any other way. If you change its AC by 3 or more points, you should reduce or raise its hit points or damage per round by 5% per point of AC you varied from the base AC." </em>The GM already has a lot of plates to keep spinning while running the game & every customized monster adds to that.</p></blockquote><p></p>
[QUOTE="tetrasodium, post: 8573239, member: 93670"] I'm not sure that I understand your confusion. Very few characters are going to have any interest in a ten in all six stats. They might however decide some stats are undeserving of more than an 8 6 or even a 3 & spend those extra points saved elsewhere in one or more attributes that they want to excel at. Even a MAD jack of all trades character is going to have some ability scores that they simply don't need to consider & are unlikely to ever use much. The 15/14/13/12/10/8 standard array is non minmaxed in anything because it's just maxed across the board in everything a particular PC will need & even the areas it fails to max are hardly low enough to call "min" for the basically allmax array that qualifies for four different 13stat gated multiclass options. The monsters don't need to be "nerfed" because the players now have more need & room to acquire magic items so zombies skeletons & kobolds can do that without needing to use much higher CR fiends & such. The default array & default pointbuy that powers it is so good that the room for equipment is squeezed out. Having lower starting attributes and/or a wider gap between one's good/great stats & poor/dump stats creates room to fill with equipment & takes far less math manipulation tha forcing the gm to manually add a few points to ac saves DC & tohit of every monster. Take this quote from page 501 of monstrous menagerie as an example of how much room there already is [I]"You can raise or lower the monster’s Armor Class by one or two points without altering it in any other way. If you change its AC by 3 or more points, you should reduce or raise its hit points or damage per round by 5% per point of AC you varied from the base AC." [/I]The GM already has a lot of plates to keep spinning while running the game & every customized monster adds to that. [/QUOTE]
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