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I'm really hating Constitution right now
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<blockquote data-quote="Hillsy7" data-source="post: 7157930" data-attributes="member: 6689191"><p>Again, having 10 CON doesn't mean that you'll die of consumption if you ever go to a major town, and if the players think that, then you can have a dialogue in which you say 10 is Healthy Human. Hell, Generic Pub Dwarf should only have 12 CON and he can have ale for three meals a day. 14 CON for a character concept should be tough to explain - Most fighters are going to have 16 CON for most of their first 10 levels and these guys have to withstand being punched in the face by a Mountain Giant.</p><p></p><p>Case in point: Critical Role.</p><p></p><p>Matt Mercer said he used the 4d6drop1 method and allowed them to be assigned as they wanted. At level 16-18, there are 3 characters with <14 CON, 2 with 14 CON and 2 with 16+. More importantly, out of those, only Grog (and Travis said he wanted to play the dumbest character possible), has more than 1 "Mental" stat that's less than 14 (in fact CON is 2nd lowest for 5/7 of them). And a few of that group were new to D&D. Looking at why Matt Mercer's home game is like that would be a more efficient analytical exercise in my opinion (especially as there is hundreds of hours of live gameplay to look at).</p><p></p><p>This isn't to say that people are badwrongfunning D&D if they pick 14 CON (There are many mechanical reasons, as well as making "safe" choices, and wanting to play a HP orientated hack 'n slash adventure), most of the time I suspect it doesn't even appear on their conscious radar, which is a good thing - it means they are enjoying what they are doing). But if it's bothering you as a GM, there are options available to you that are significantly less extreme than fundamentally changing the rules.</p></blockquote><p></p>
[QUOTE="Hillsy7, post: 7157930, member: 6689191"] Again, having 10 CON doesn't mean that you'll die of consumption if you ever go to a major town, and if the players think that, then you can have a dialogue in which you say 10 is Healthy Human. Hell, Generic Pub Dwarf should only have 12 CON and he can have ale for three meals a day. 14 CON for a character concept should be tough to explain - Most fighters are going to have 16 CON for most of their first 10 levels and these guys have to withstand being punched in the face by a Mountain Giant. Case in point: Critical Role. Matt Mercer said he used the 4d6drop1 method and allowed them to be assigned as they wanted. At level 16-18, there are 3 characters with <14 CON, 2 with 14 CON and 2 with 16+. More importantly, out of those, only Grog (and Travis said he wanted to play the dumbest character possible), has more than 1 "Mental" stat that's less than 14 (in fact CON is 2nd lowest for 5/7 of them). And a few of that group were new to D&D. Looking at why Matt Mercer's home game is like that would be a more efficient analytical exercise in my opinion (especially as there is hundreds of hours of live gameplay to look at). This isn't to say that people are badwrongfunning D&D if they pick 14 CON (There are many mechanical reasons, as well as making "safe" choices, and wanting to play a HP orientated hack 'n slash adventure), most of the time I suspect it doesn't even appear on their conscious radar, which is a good thing - it means they are enjoying what they are doing). But if it's bothering you as a GM, there are options available to you that are significantly less extreme than fundamentally changing the rules. [/QUOTE]
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I'm really hating Constitution right now
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