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<blockquote data-quote="Lanefan" data-source="post: 7874618" data-attributes="member: 29398"><p>Where my take on it is you start with more or less the right amount (or even a few too many on average?) but gain far too many as you go along.</p><p></p><p>But then, I prefer characters to be a bit fragile at all levels; certainly more so than 4e-5e have made them. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Another problem I see with starting PCs out with lots of hit points boils down to internal consistency within the game world unless your commoners and peasants also have lots of hit points, because in my eyes a 1st-level character isn't very far removed at all from commoner or peasant status* other than they've shown aptitude enough to train into a class and mustered up the courage to go adventuring.</p><p></p><p>* - and if, like in 4e, they are quite far removed, what goes in between?</p><p></p><p>Inspiration is an example of the sort of blatantly-metagame mechanics I toss out the window on sight. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Diversity doesn't have to be mechanical. You can have two mechanically identical characters and still make them as different as night and day just by the personalities and characterizations you give 'em.</p><p></p><p>Put another way, diversity doesn't come from build but from roleplay.</p><p></p><p>That said, you're quite right about the stats, and it's been a problem in every edition since 1974. There's always been a go-to stat or two, and there's always been at least one dump stat; and every fix I've ever seen or tried usually ends up sorting out one aspect while breaking something else. In my modified 1e system, for example, charisma is usually the dump stat and every time I think about how to beef it up I end up somehow wrecking wisdom in its place.</p></blockquote><p></p>
[QUOTE="Lanefan, post: 7874618, member: 29398"] Where my take on it is you start with more or less the right amount (or even a few too many on average?) but gain far too many as you go along. But then, I prefer characters to be a bit fragile at all levels; certainly more so than 4e-5e have made them. :) Another problem I see with starting PCs out with lots of hit points boils down to internal consistency within the game world unless your commoners and peasants also have lots of hit points, because in my eyes a 1st-level character isn't very far removed at all from commoner or peasant status* other than they've shown aptitude enough to train into a class and mustered up the courage to go adventuring. * - and if, like in 4e, they are quite far removed, what goes in between? Inspiration is an example of the sort of blatantly-metagame mechanics I toss out the window on sight. :) Diversity doesn't have to be mechanical. You can have two mechanically identical characters and still make them as different as night and day just by the personalities and characterizations you give 'em. Put another way, diversity doesn't come from build but from roleplay. That said, you're quite right about the stats, and it's been a problem in every edition since 1974. There's always been a go-to stat or two, and there's always been at least one dump stat; and every fix I've ever seen or tried usually ends up sorting out one aspect while breaking something else. In my modified 1e system, for example, charisma is usually the dump stat and every time I think about how to beef it up I end up somehow wrecking wisdom in its place. [/QUOTE]
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