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Fixing the Half Orc ('cause they're broken)
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<blockquote data-quote="Thia Halmades" data-source="post: 2635329" data-attributes="member: 35863"><p>I think you're missing a key to understanding this. Regardless of what your current ability modifier is, you are guaranteed to have it adjusted by a racial modifier under RAW, and it's designed that way intentionally. The way you describe (+1/-1 instead of +2/-2) allows players to get something for nothing. Full text below.</p><p></p><p>Felix is absolutely right. The point isn't what you manipulate, but how it is manipulated. In other words: if you have an odd numbered stat (say, 17, and I'm reiterating here, but bear with me) and we stick it into Strength, we have a few ways to go.</p><p></p><p>I'm fairly certain Halfling is a -2 STR race. Right? If not, they are for the moment. Anyway. Halfling. -2 STR from 17 is 15. Right? Right. That means they went from a +3 to a +2. Bam. If the score were originally 16, and we subtract 2, again, we go from +3 to +2. If we have a Half-Orc in a similar position, it doesn't matter if his STR is 14 or 15; it's going to go up by 2, and thus gain a full stat modifier bump (+1).</p><p></p><p>What the guaranteed +2 adjustment does is force a 1 point ability score modifier adjustment, to explain it long hand. If we only subtract one from 17, we're left with 16. And the final ability score modifier is still +3. By having all stat modifiers for racial adjustments goverened by a -2/+2 mechanic, the designers insured that people wouldn't intentionally manipulate their stats so they would land favorable adjustments (such as +1 to a 15, and -1 to a 17) without paying full price for the modifier.</p><p></p><p>This same logic is applied across the board; it doesn't matter if you put an even or odd stat in that slot; what matters is that the ability score modifier is adjusted. In that sense you can logistically "ignore" your stat and look purely at your modifier. Ultimately, if you break the system down, the stat is just a means to an end. I don't care if one of the party Paladin has a 22 CHA; I only care about his bonus on die rolls and adjustments. So that may be what's skewing your thinking. The stat only matters insofar as it creates a base modifier for skills related to it, hence almost all bonuses or penalties must directly affect the modifier, not the stat itself.</p><p></p><p>This is why I'm on such a tear about Half-Orcs. The bonus they get to Strength, total, is +1 to hit and damage. The penalty for being denied both types of arcane casting (Sorc. & Wiz) is too high. In addition, they are "losing" 4 skill points, and one every level thereafter from the INT hit, as well as having no CHA to speak of? This is why I adjusted my version from the original post to the current one (+2 STR, -2 INT). Much as I hate to gimp their skills, STR is a definate advantage. Add to that the option of Scent & free Endurance, as well as the Intimidate bonus, and the race makes sense for me.</p><p></p><p>LCpt. Thia Halmades</p></blockquote><p></p>
[QUOTE="Thia Halmades, post: 2635329, member: 35863"] I think you're missing a key to understanding this. Regardless of what your current ability modifier is, you are guaranteed to have it adjusted by a racial modifier under RAW, and it's designed that way intentionally. The way you describe (+1/-1 instead of +2/-2) allows players to get something for nothing. Full text below. Felix is absolutely right. The point isn't what you manipulate, but how it is manipulated. In other words: if you have an odd numbered stat (say, 17, and I'm reiterating here, but bear with me) and we stick it into Strength, we have a few ways to go. I'm fairly certain Halfling is a -2 STR race. Right? If not, they are for the moment. Anyway. Halfling. -2 STR from 17 is 15. Right? Right. That means they went from a +3 to a +2. Bam. If the score were originally 16, and we subtract 2, again, we go from +3 to +2. If we have a Half-Orc in a similar position, it doesn't matter if his STR is 14 or 15; it's going to go up by 2, and thus gain a full stat modifier bump (+1). What the guaranteed +2 adjustment does is force a 1 point ability score modifier adjustment, to explain it long hand. If we only subtract one from 17, we're left with 16. And the final ability score modifier is still +3. By having all stat modifiers for racial adjustments goverened by a -2/+2 mechanic, the designers insured that people wouldn't intentionally manipulate their stats so they would land favorable adjustments (such as +1 to a 15, and -1 to a 17) without paying full price for the modifier. This same logic is applied across the board; it doesn't matter if you put an even or odd stat in that slot; what matters is that the ability score modifier is adjusted. In that sense you can logistically "ignore" your stat and look purely at your modifier. Ultimately, if you break the system down, the stat is just a means to an end. I don't care if one of the party Paladin has a 22 CHA; I only care about his bonus on die rolls and adjustments. So that may be what's skewing your thinking. The stat only matters insofar as it creates a base modifier for skills related to it, hence almost all bonuses or penalties must directly affect the modifier, not the stat itself. This is why I'm on such a tear about Half-Orcs. The bonus they get to Strength, total, is +1 to hit and damage. The penalty for being denied both types of arcane casting (Sorc. & Wiz) is too high. In addition, they are "losing" 4 skill points, and one every level thereafter from the INT hit, as well as having no CHA to speak of? This is why I adjusted my version from the original post to the current one (+2 STR, -2 INT). Much as I hate to gimp their skills, STR is a definate advantage. Add to that the option of Scent & free Endurance, as well as the Intimidate bonus, and the race makes sense for me. LCpt. Thia Halmades [/QUOTE]
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Fixing the Half Orc ('cause they're broken)
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