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Help playtest my fantasy stat draft!
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<blockquote data-quote="Blue" data-source="post: 8474755" data-attributes="member: 20564"><p>I get next to last pick, which means by the time it gets back to me there will be two options to take.</p><p></p><p>No harm sharing my rankings <em>for my paladin and specific previous drafts</em> for what's left.</p><ol> <li data-xf-list-type="ol">+2 CON - get above a 14 CON for a front line tank.</li> <li data-xf-list-type="ol">Armor +1 - starting money isn't enough for plate, this is an end-run around it. AL at point had the same thing, it was easier to get magical plate than mundane plate.</li> <li data-xf-list-type="ol">+2 WIS - One of the big saves, and I have an 8 before random boosts.</li> <li data-xf-list-type="ol">3 uncommon consumable magical items, +1 to one stat - more for the +1 to a stat.</li> <li data-xf-list-type="ol">Weapon +1 - not bad for a front line tank.</li> <li data-xf-list-type="ol">+2 INT - Raise INT above 8.</li> <li data-xf-list-type="ol">Ritual Caster, +1 Int - Raise INT above 8, and Ritual Caster isn't completely useless on a paladin.</li> <li data-xf-list-type="ol">+3 to one stat, -2 to 2 different ones - This might be worth more than I rate it.</li> <li data-xf-list-type="ol">+4 to one stat, -1 to all others - this brings my 8s to 7s and doubles their penalty. It almost does more harm than good, but I have some floating +1s not spoken for I can soothe it with.</li> <li data-xf-list-type="ol">One random rare magic item, -1 to one stat - going long term, where magic can be found but stat penalties are forever. In a shorter campaign this would actually be pretty good.</li> <li data-xf-list-type="ol">Mobile, +2 Dex, -2 Con - I will wear heavy armor, this boosts Dex I don't get much from and reduces Con I need. This actively hurts.</li> </ol><p>I expect that two from the 6-11 portion will be available when it gets to me. Since I'm not dead last, I can always avoid Mobile if it's one of the two.</p></blockquote><p></p>
[QUOTE="Blue, post: 8474755, member: 20564"] I get next to last pick, which means by the time it gets back to me there will be two options to take. No harm sharing my rankings [I]for my paladin and specific previous drafts[/I] for what's left. [LIST=1] [*]+2 CON - get above a 14 CON for a front line tank. [*]Armor +1 - starting money isn't enough for plate, this is an end-run around it. AL at point had the same thing, it was easier to get magical plate than mundane plate. [*]+2 WIS - One of the big saves, and I have an 8 before random boosts. [*]3 uncommon consumable magical items, +1 to one stat - more for the +1 to a stat. [*]Weapon +1 - not bad for a front line tank. [*]+2 INT - Raise INT above 8. [*]Ritual Caster, +1 Int - Raise INT above 8, and Ritual Caster isn't completely useless on a paladin. [*]+3 to one stat, -2 to 2 different ones - This might be worth more than I rate it. [*]+4 to one stat, -1 to all others - this brings my 8s to 7s and doubles their penalty. It almost does more harm than good, but I have some floating +1s not spoken for I can soothe it with. [*]One random rare magic item, -1 to one stat - going long term, where magic can be found but stat penalties are forever. In a shorter campaign this would actually be pretty good. [*]Mobile, +2 Dex, -2 Con - I will wear heavy armor, this boosts Dex I don't get much from and reduces Con I need. This actively hurts. [/LIST] I expect that two from the 6-11 portion will be available when it gets to me. Since I'm not dead last, I can always avoid Mobile if it's one of the two. [/QUOTE]
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