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I feel like there is a problem with ability score bonuses.
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<blockquote data-quote="5ekyu" data-source="post: 7278804" data-attributes="member: 6919838"><p>BookBarbarian we are of similar mindsets I think. I have seen the new point buy and 20max schemes to do a great job at rewarding esp early on the many 14s approach. IMO it is especially dependent on the types of campaign and challenges as I said earlier.</p><p></p><p>One underlying under the hood truth is that outside of forums blather in actual play the challenges the GM provide drive PC design and the PC design drives the challenges the GM provides. Nothing speaks to this more than the high output versus diversity in options trade offs.</p><p></p><p>Wiseblood if it is more of an amorphous discontent and not a solid mechanical problem, of preference maybe an equally amorphous non-mechanical approach would be the key. Does not follow logic to make a significant HARD change to fix a SOFT problem, right? Making a hard change risks breaking hard things, beyond what's needed for soft fix.</p><p></p><p>Seems to me, there is no real way to have point buy and array not produce "within 4 point range" for a package based around a stat if the whole stat range is basically 8 wide at start and mostly only 12 wide at the end, right? </p><p></p><p>Is it really bothering that the few and rare 20th level drawn based crushers wind up being in the top 33% of brazen scores? </p><p></p><p>Also, if you are using point buy or array, the points have to go somewhere. Pull down the top stats to lower levels, make it not worth climbing, everybody would end up with middle scores and even more same score issues, not less.</p><p></p><p></p><p></p><p>So, rather than making high abilities not matter or matter less across the board in a hard change, make a soft change. </p><p></p><p>Give everybody a bonus 2d6 rolled for each stat boost. Rolled per stat, not rolled and assigned. So one brain guy might get +12 and another +3 on strength, soft strength.</p><p></p><p>Soft scores play cosmetic roles only. They don't affect any attack rolls or anything. Your "hard" attributes are more like upper bounds on all those other things you think are fine will the actual score is highly variable. </p><p></p><p>So one brain stomping character might have strength 29 and another strength 22 but both have cap strength at 18 for all the fiddly bits that seriously impact play. </p><p></p><p>The key is as long as everybody has the same points to spend, more or less, and choices on where every point goes nothing is going to create wider than 4 common distributions when you look at characters and group them by "those who chose the same attribute based package". Pulling down the need to push for high scores only results in more equal scores, not more diverse ones.</p><p></p><p>Sent from my VS995 using <a href="http://r.tapatalk.com/byo?rid=93205" target="_blank">EN World mobile app</a></p></blockquote><p></p>
[QUOTE="5ekyu, post: 7278804, member: 6919838"] BookBarbarian we are of similar mindsets I think. I have seen the new point buy and 20max schemes to do a great job at rewarding esp early on the many 14s approach. IMO it is especially dependent on the types of campaign and challenges as I said earlier. One underlying under the hood truth is that outside of forums blather in actual play the challenges the GM provide drive PC design and the PC design drives the challenges the GM provides. Nothing speaks to this more than the high output versus diversity in options trade offs. Wiseblood if it is more of an amorphous discontent and not a solid mechanical problem, of preference maybe an equally amorphous non-mechanical approach would be the key. Does not follow logic to make a significant HARD change to fix a SOFT problem, right? Making a hard change risks breaking hard things, beyond what's needed for soft fix. Seems to me, there is no real way to have point buy and array not produce "within 4 point range" for a package based around a stat if the whole stat range is basically 8 wide at start and mostly only 12 wide at the end, right? Is it really bothering that the few and rare 20th level drawn based crushers wind up being in the top 33% of brazen scores? Also, if you are using point buy or array, the points have to go somewhere. Pull down the top stats to lower levels, make it not worth climbing, everybody would end up with middle scores and even more same score issues, not less. So, rather than making high abilities not matter or matter less across the board in a hard change, make a soft change. Give everybody a bonus 2d6 rolled for each stat boost. Rolled per stat, not rolled and assigned. So one brain guy might get +12 and another +3 on strength, soft strength. Soft scores play cosmetic roles only. They don't affect any attack rolls or anything. Your "hard" attributes are more like upper bounds on all those other things you think are fine will the actual score is highly variable. So one brain stomping character might have strength 29 and another strength 22 but both have cap strength at 18 for all the fiddly bits that seriously impact play. The key is as long as everybody has the same points to spend, more or less, and choices on where every point goes nothing is going to create wider than 4 common distributions when you look at characters and group them by "those who chose the same attribute based package". Pulling down the need to push for high scores only results in more equal scores, not more diverse ones. Sent from my VS995 using [URL=http://r.tapatalk.com/byo?rid=93205]EN World mobile app[/URL] [/QUOTE]
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I feel like there is a problem with ability score bonuses.
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