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Is Point Buy Balanced?
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<blockquote data-quote="EzekielRaiden" data-source="post: 9827177" data-attributes="member: 6790260"><p>But there are two absolutely critical parts there, one you mentioned and one you didn't.</p><p></p><p><strong>Can</strong>. It <strong>can</strong> do that. Or it<strong> can</strong> do absolutely nothing...or even make the situation actively worse! That's the first impediment.</p><p></p><p>The second: You are <em>going</em> to make attack rolls. You are <em>going</em> to make perception checks. You are <em>going</em> to make initiative rolls. That's literally never not going to happen if you play D&D for more than a couple sessions. But you may or may not ever get the chance to make Diplo/Intimidate/Decep checks. If you fight zombies, you don't have anything to negotiate with. If you fight, say, illithids? They aren't going to negotiate with <em>food</em> any more than you would. You can genuinely have entire campaigns where it just coincidentally never comes up.</p><p></p><p>Hit points always come up. Initiative and AC always come up. Perception always comes up. Charisma skills, while extremely useful <em>when</em> they come up (except Intimidate, because far too many GMs make it suck), may or may not come up. Such is true of several other skills, notably knowledge skills and things like Animal Handling where they're very specific in application. I'd actually say Stealth is another "it WILL come up eventually", but it's got a longer time horizon--so for sufficiently short games, it might not come up, but anything that gets past, say, ten sessions? You're gonna roll Stealth at <em>some</em> point. You genuinely may not ever roll History or Animal Handling--or Deception. To deceive, you have to have someone that can understand you that is worth deceiving. That's not a guaranteed condition. Rolling initiative and losing some of your hit points <em>is</em> a guaranteed condition, at least in a D&D game.</p><p></p><p></p><p>You attribute to it consistency it does not have. You then talk about its <strong>potential</strong>, not its actuality--as though that were the same as the consistency. It is not. Yes, I completely agree that Cha skills <em>potentially can</em> do absolutely enormous, world-shattering things <em>sometimes</em>, with luck, and GM buy-in, and a good reason, and, and, and.</p><p></p><p>Con has the objectively universal applicability of giving you more Do Not Die Points. It 100% guaranteed <em>always</em> does that, in every edition, no matter what. It gives different amounts, to be sure, but it gives them all the same. And since, as stated, you are <em>always</em> eventually going to make Perception checks and Initiative rolls, you are <em>going</em> to use those things. It's not a matter of if, it's a matter of when. That cannot be said of Cha. <strong>Some</strong> games it can be. Plenty of others, it can't.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 9827177, member: 6790260"] But there are two absolutely critical parts there, one you mentioned and one you didn't. [B]Can[/B]. It [B]can[/B] do that. Or it[B] can[/B] do absolutely nothing...or even make the situation actively worse! That's the first impediment. The second: You are [I]going[/I] to make attack rolls. You are [I]going[/I] to make perception checks. You are [I]going[/I] to make initiative rolls. That's literally never not going to happen if you play D&D for more than a couple sessions. But you may or may not ever get the chance to make Diplo/Intimidate/Decep checks. If you fight zombies, you don't have anything to negotiate with. If you fight, say, illithids? They aren't going to negotiate with [I]food[/I] any more than you would. You can genuinely have entire campaigns where it just coincidentally never comes up. Hit points always come up. Initiative and AC always come up. Perception always comes up. Charisma skills, while extremely useful [I]when[/I] they come up (except Intimidate, because far too many GMs make it suck), may or may not come up. Such is true of several other skills, notably knowledge skills and things like Animal Handling where they're very specific in application. I'd actually say Stealth is another "it WILL come up eventually", but it's got a longer time horizon--so for sufficiently short games, it might not come up, but anything that gets past, say, ten sessions? You're gonna roll Stealth at [I]some[/I] point. You genuinely may not ever roll History or Animal Handling--or Deception. To deceive, you have to have someone that can understand you that is worth deceiving. That's not a guaranteed condition. Rolling initiative and losing some of your hit points [I]is[/I] a guaranteed condition, at least in a D&D game. You attribute to it consistency it does not have. You then talk about its [B]potential[/B], not its actuality--as though that were the same as the consistency. It is not. Yes, I completely agree that Cha skills [I]potentially can[/I] do absolutely enormous, world-shattering things [I]sometimes[/I], with luck, and GM buy-in, and a good reason, and, and, and. Con has the objectively universal applicability of giving you more Do Not Die Points. It 100% guaranteed [I]always[/I] does that, in every edition, no matter what. It gives different amounts, to be sure, but it gives them all the same. And since, as stated, you are [I]always[/I] eventually going to make Perception checks and Initiative rolls, you are [I]going[/I] to use those things. It's not a matter of if, it's a matter of when. That cannot be said of Cha. [B]Some[/B] games it can be. Plenty of others, it can't. [/QUOTE]
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