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General Tabletop Discussion
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Fix Stat Polarity
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<blockquote data-quote="Burrito Al Pastor" data-source="post: 4692364" data-attributes="member: 27303"><p>This <em>is</em> a real issue with 4e - mechanically speaking, your character should put an 18 into his primary attack stat, a 13 in his secondary class stat, and throw a 1 on some other stat arbitrarily. (For some classes, a 17 in the primary stat and a 16 in the secondary stat may be preferable.) If you don't do this, your character will be less effective than the system assumes he will be. He might be slightly underpowered; he might be seriously underpowered.</p><p></p><p>The obvious fix is to give players more stat points to work with, but this doesn't help, because then you'll just get people with an 18 in the primary and an 18 in the secondary.</p><p></p><p>How can we best deal with this, then? My suggestion: identify each character's primary and secondary stats. Give the player 22 points between those two stats. Give the player another ten points for use in the other four stats, with a max score of, say, 14 for any given tertiary or quaternary stat.</p><p></p><p>It'll increase your party's power level, yes, but the impact should be somewhat minimal, and will show up most in an increase of one to two points in various defenses. Offensive capabilities won't significantly change.</p><p></p><p>Most importantly, it's pretty simple, and doesn't have any long-term gameplay changes, beyond maybe giving the party slightly harder encounters than they might otherwise have.</p></blockquote><p></p>
[QUOTE="Burrito Al Pastor, post: 4692364, member: 27303"] This [I]is[/I] a real issue with 4e - mechanically speaking, your character should put an 18 into his primary attack stat, a 13 in his secondary class stat, and throw a 1 on some other stat arbitrarily. (For some classes, a 17 in the primary stat and a 16 in the secondary stat may be preferable.) If you don't do this, your character will be less effective than the system assumes he will be. He might be slightly underpowered; he might be seriously underpowered. The obvious fix is to give players more stat points to work with, but this doesn't help, because then you'll just get people with an 18 in the primary and an 18 in the secondary. How can we best deal with this, then? My suggestion: identify each character's primary and secondary stats. Give the player 22 points between those two stats. Give the player another ten points for use in the other four stats, with a max score of, say, 14 for any given tertiary or quaternary stat. It'll increase your party's power level, yes, but the impact should be somewhat minimal, and will show up most in an increase of one to two points in various defenses. Offensive capabilities won't significantly change. Most importantly, it's pretty simple, and doesn't have any long-term gameplay changes, beyond maybe giving the party slightly harder encounters than they might otherwise have. [/QUOTE]
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