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General Tabletop Discussion
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Game design trap - Starting too close to zero.
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<blockquote data-quote="Crazy Jerome" data-source="post: 5848290" data-attributes="member: 54877"><p>I'd be ok with that if there are plenty of viable options for starting at less stat totals, but still capping them out as you had listed--either in amount or modifier. In other words, somewhere between level 1 and level max, a fighter is going to get around 20 Str, but he might start anywhere from around 13 (Basic style) to 16 to 18. No matter where he starts, getting to 20 is about the best he can do. </p><p> </p><p></p><p>That allows room in the math for:</p><ul> <li data-xf-list-type="ul">Stats are pretty lousy at first, you attack bonuses start around +5 or +6, and you grow steadily throughout the career. You get stat boosts occasionally and then the normal but slight growth from the other factors.</li> <li data-xf-list-type="ul">Stats are great at first, and you are pretty much stuck with what you start with. You've got a heftier mod up front, but you now grow more slowly through the career, being limited to those other factors.</li> </ul><p>In that game, some people might even be happy mixing both. You roll for stats, and how poorly or well you roll only matters initially. Every level, it matters less, because the guy that started behind steadily closes the gap. </p><p>Of course, with the right kind of ability score caps and increases, you can get that kind of effect whether you get the base numbers off of zero or not.</p></blockquote><p></p>
[QUOTE="Crazy Jerome, post: 5848290, member: 54877"] I'd be ok with that if there are plenty of viable options for starting at less stat totals, but still capping them out as you had listed--either in amount or modifier. In other words, somewhere between level 1 and level max, a fighter is going to get around 20 Str, but he might start anywhere from around 13 (Basic style) to 16 to 18. No matter where he starts, getting to 20 is about the best he can do. That allows room in the math for: [LIST] [*]Stats are pretty lousy at first, you attack bonuses start around +5 or +6, and you grow steadily throughout the career. You get stat boosts occasionally and then the normal but slight growth from the other factors. [*]Stats are great at first, and you are pretty much stuck with what you start with. You've got a heftier mod up front, but you now grow more slowly through the career, being limited to those other factors. [/LIST]In that game, some people might even be happy mixing both. You roll for stats, and how poorly or well you roll only matters initially. Every level, it matters less, because the guy that started behind steadily closes the gap. Of course, with the right kind of ability score caps and increases, you can get that kind of effect whether you get the base numbers off of zero or not. [/QUOTE]
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Game design trap - Starting too close to zero.
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