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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: 8573313" data-attributes="member: 93670"><p>The default point buy <em>stops</em> at 15, it should be no surprise that going above that results in severe tradeoffs. Characters get +1/+1 from their background, an 18 would turn into a 19 while a 17 jumps to an 18. Why would you expect to put in an 18 without making serious tradeoffs? The default math still pretty much assumes that magic items are optional compared to the past where they were required. Room for them to be required is created through the lower stats and narrowed areas a character can exhibit enough competence to consider playing the odds on a d20 alongside an expert who might be specialized in the thing being sone... Rolling a "I'll try too" with a +0 or -1 isn't that big of a risk, but when the penalty starts ticking up it incentivizes finding another way instead of "I'll try that too". Those other ways could be magic items followers downtime activities teamwork in a new direction or any number of other options. </p><p></p><p>Tajen another way, I know computers because IT & unix admin is my field, I have no idea how to fix a car when it's not working & would be stupid to grab some tools to tinker if my car breaks. I have mechanic friends who are the other way around. Under the default array every PC is both.</p><p></p><p>When a commoner is 10/10/10/10/10/10 that 8 is hardly a deficit alongside the rest of the 18/14/13/12/10/8.</p><p></p><p></p><p>A multiclass character only needs one 13 if the classes use or allow the same stat. If the optional rule isn't used they don't even need that one.</p><p>[ATTACH=full]153382[/ATTACH]</p><p></p><p></p><p> The costs allow a player to build a character who starts with an 18 & some extreme tradeoffs outside their one area of dominance, but the tradeoffs will be felt viscerally compared to a more well rounded but still focused character who starts like 15+1/13+1/10/6/3/3 who still has some weaknesses and is not that far behind the laser focused idiot savant who started with a 16+ in one stat. Those both can be compared to an even more well rounded character who starts with something like 13+1/13+1/10/8/6/3. </p><p></p><p>The various point allocations assume an average number of points per attribute, spending less in one or more frees up points to spend elsewhere. For example48/6=8, 45/6=7.5 42/6=7 39/6=6.5 36/6=6. the deeper or more frequent the cuts the wider or more elevated the bonuses are.</p></blockquote><p></p>
[QUOTE="tetrasodium, post: 8573313, member: 93670"] The default point buy [I]stops[/I] at 15, it should be no surprise that going above that results in severe tradeoffs. Characters get +1/+1 from their background, an 18 would turn into a 19 while a 17 jumps to an 18. Why would you expect to put in an 18 without making serious tradeoffs? The default math still pretty much assumes that magic items are optional compared to the past where they were required. Room for them to be required is created through the lower stats and narrowed areas a character can exhibit enough competence to consider playing the odds on a d20 alongside an expert who might be specialized in the thing being sone... Rolling a "I'll try too" with a +0 or -1 isn't that big of a risk, but when the penalty starts ticking up it incentivizes finding another way instead of "I'll try that too". Those other ways could be magic items followers downtime activities teamwork in a new direction or any number of other options. Tajen another way, I know computers because IT & unix admin is my field, I have no idea how to fix a car when it's not working & would be stupid to grab some tools to tinker if my car breaks. I have mechanic friends who are the other way around. Under the default array every PC is both. When a commoner is 10/10/10/10/10/10 that 8 is hardly a deficit alongside the rest of the 18/14/13/12/10/8. A multiclass character only needs one 13 if the classes use or allow the same stat. If the optional rule isn't used they don't even need that one. [ATTACH type="full"]153382[/ATTACH] The costs allow a player to build a character who starts with an 18 & some extreme tradeoffs outside their one area of dominance, but the tradeoffs will be felt viscerally compared to a more well rounded but still focused character who starts like 15+1/13+1/10/6/3/3 who still has some weaknesses and is not that far behind the laser focused idiot savant who started with a 16+ in one stat. Those both can be compared to an even more well rounded character who starts with something like 13+1/13+1/10/8/6/3. The various point allocations assume an average number of points per attribute, spending less in one or more frees up points to spend elsewhere. For example48/6=8, 45/6=7.5 42/6=7 39/6=6.5 36/6=6. the deeper or more frequent the cuts the wider or more elevated the bonuses are. [/QUOTE]
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