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<blockquote data-quote="mlund" data-source="post: 5978609" data-attributes="member: 50304"><p>My preferences are based around the fact that I don't want the game's default assumption to be that my character's ability scores are scaling at a fixed rate over levels like 4E does, but I still want the ability to alter scores over time. I also want to respect the bell-curve and the point-buy scaling. The boost from 10 to 11 is vastly different than the bump from 18 to 19 in a stat.</p><p></p><p>I wanted upgrades because they are by definition optional and require some sort of effort to achieve. This effort or cost should be proportional to the bell-curve value of the stat bump. </p><p></p><p>A single Feat could give you +1 or +2 to a stat, to a maximum of 14 - reflecting effort and study in improving one's self in that attribute as opposed to getting more specialized in how you cleave with an ax,render healing poultices, or achieving rudimentary fluency in Dwarven. Cue the training montage where someone is hitting the gym or the library.</p><p></p><p>Moving along the 15-17 range would require some sort of limited expression magic or technique - maybe a ritual involving the hearts-blood of an adult dragon, imprisoning the spirits of 7 times 7 fiends, filching a golden apple from the orchard of Melora under the nose of her guardians, or just the old-fashion "wish" as a ritual.</p><p></p><p>Pushing the 18-20 category is the domain of major plot-based transformations like a great quest boon of a divine, fey, or fiendish patron; ripping the wings off an angel or consuming the essence of an elder elemental; inheriting the final secret of your ancient school from the dying master; taking up the Silver Arm Ergoth; etc.</p><p></p><p>Anything over 20 is demi-god territory. You'd need to complete tasks that already required Epic levels. If you manage to strike down orcus and consume his soul you can have your super-stats. You'll need them!</p><p></p><p>- Marty Lund</p></blockquote><p></p>
[QUOTE="mlund, post: 5978609, member: 50304"] My preferences are based around the fact that I don't want the game's default assumption to be that my character's ability scores are scaling at a fixed rate over levels like 4E does, but I still want the ability to alter scores over time. I also want to respect the bell-curve and the point-buy scaling. The boost from 10 to 11 is vastly different than the bump from 18 to 19 in a stat. I wanted upgrades because they are by definition optional and require some sort of effort to achieve. This effort or cost should be proportional to the bell-curve value of the stat bump. A single Feat could give you +1 or +2 to a stat, to a maximum of 14 - reflecting effort and study in improving one's self in that attribute as opposed to getting more specialized in how you cleave with an ax,render healing poultices, or achieving rudimentary fluency in Dwarven. Cue the training montage where someone is hitting the gym or the library. Moving along the 15-17 range would require some sort of limited expression magic or technique - maybe a ritual involving the hearts-blood of an adult dragon, imprisoning the spirits of 7 times 7 fiends, filching a golden apple from the orchard of Melora under the nose of her guardians, or just the old-fashion "wish" as a ritual. Pushing the 18-20 category is the domain of major plot-based transformations like a great quest boon of a divine, fey, or fiendish patron; ripping the wings off an angel or consuming the essence of an elder elemental; inheriting the final secret of your ancient school from the dying master; taking up the Silver Arm Ergoth; etc. Anything over 20 is demi-god territory. You'd need to complete tasks that already required Epic levels. If you manage to strike down orcus and consume his soul you can have your super-stats. You'll need them! - Marty Lund [/QUOTE]
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