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Do you miss attribute minimums/maximums?
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<blockquote data-quote="steeldragons" data-source="post: 7172051" data-attributes="member: 92511"><p>I don't miss them, because I still use them in my homebrew.</p><p></p><p>I draw the line at gender splits. There's no need to be sexist in a fantasy game of make believe. Everyone (of a particular species) can be as strong or smart or fast or tough as anyone else.</p><p></p><p>But "racial" [species-al?] differences, imho, are made stronger and the classes races are more prone to/known for fall into place rather automatically. Say, an elf can have a naturally rolled max Int. of 19...but cannot naturally have a Con. higher than 16. Chances of someone playing an elf to gravitate toward an Intelligence based class is pretty high. That a halfling's Dex. or Con. might be innately higher [max 19] than a human is capable, but a small-sized character could not naturally gain a physical Strength above 16 just makes good sense (humans in my world/games: 3-18 in everything is the, again, "natural" range).</p><p></p><p>Additionally, making everything the "natural" limits and restrictions of a character's race gives them something to strive and adventure for (if the player/PC so chooses)...finding the necessary magical hoo-hah or mythic trainer or divine boon or whatever that will raise their attribute score beyond what is normally possible for their race. Become a LEGEND among your people! </p><p></p><p>I don't enforce minimums to BE races. But I do enforce minimums to be classes!</p><p></p><p>Minimum 9 in the primary attribute to take a class. Secondary abilities come in at a 13 min. Those incredibly rare classes with Tertiary abilities are also 13 with the secondary possibly shifting higher as well. </p><p>e.g. A PC must have a minimum Intelligence of 9 to be a Mage[wizard] PC.</p><p>To become a "specialist" magic-user, Illusionist, you need the minimum Intelligence of the mage class (9) AND a minimum Dexterity of 13. </p><p>To be a Psychic (homebrew class) PC, your Int. must be minimum 9, your Charisma <em>and</em> your Wisdom both must be 13 or higher. </p><p></p><p>Ability scores increase, naturally, over levels up to a point where you reach the natural maximums and then can not (automatically) gain any more points...until I think 15th level or so, I say that your Primary ability scores can exceed racial maximums.</p><p>A class' defining Ability scores of 15 or higher (in both, if there are two, in all three if there are three!) gets you your XP bonus.</p></blockquote><p></p>
[QUOTE="steeldragons, post: 7172051, member: 92511"] I don't miss them, because I still use them in my homebrew. I draw the line at gender splits. There's no need to be sexist in a fantasy game of make believe. Everyone (of a particular species) can be as strong or smart or fast or tough as anyone else. But "racial" [species-al?] differences, imho, are made stronger and the classes races are more prone to/known for fall into place rather automatically. Say, an elf can have a naturally rolled max Int. of 19...but cannot naturally have a Con. higher than 16. Chances of someone playing an elf to gravitate toward an Intelligence based class is pretty high. That a halfling's Dex. or Con. might be innately higher [max 19] than a human is capable, but a small-sized character could not naturally gain a physical Strength above 16 just makes good sense (humans in my world/games: 3-18 in everything is the, again, "natural" range). Additionally, making everything the "natural" limits and restrictions of a character's race gives them something to strive and adventure for (if the player/PC so chooses)...finding the necessary magical hoo-hah or mythic trainer or divine boon or whatever that will raise their attribute score beyond what is normally possible for their race. Become a LEGEND among your people! I don't enforce minimums to BE races. But I do enforce minimums to be classes! Minimum 9 in the primary attribute to take a class. Secondary abilities come in at a 13 min. Those incredibly rare classes with Tertiary abilities are also 13 with the secondary possibly shifting higher as well. e.g. A PC must have a minimum Intelligence of 9 to be a Mage[wizard] PC. To become a "specialist" magic-user, Illusionist, you need the minimum Intelligence of the mage class (9) AND a minimum Dexterity of 13. To be a Psychic (homebrew class) PC, your Int. must be minimum 9, your Charisma [I]and[/I] your Wisdom both must be 13 or higher. Ability scores increase, naturally, over levels up to a point where you reach the natural maximums and then can not (automatically) gain any more points...until I think 15th level or so, I say that your Primary ability scores can exceed racial maximums. A class' defining Ability scores of 15 or higher (in both, if there are two, in all three if there are three!) gets you your XP bonus. [/QUOTE]
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