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Jeremy Crawford Discusses Details on Custom Origins
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<blockquote data-quote="EzekielRaiden" data-source="post: 8111399" data-attributes="member: 6790260"><p>For my part, they make the math of point-buy (by far my favored method) significantly less spiky. That is, shifting from a 13A-style "+2 from race, +2 from class, can't double up" method to modifying the non-linear point-buy numbers is....difficult, putting it mildly.</p><p></p><p>I presume, since you have said "a purpose that isn't covered" etc., that you want the point-buy values to permit achieving the same maximum ability score values under either system. Since every D&D (including the older ones where modifiers didn't grow linearly) has made specialization useful, that means we're looking at seeking at or near the highest modifier possible. I'll use the 4e numbers, rather than the 5e ones, mostly because 5e doesn't actually <em>let</em> you buy higher than 15 to begin with, and thus the point-buy value of 16 or 17 is (literally) undefined.</p><p></p><p>Under the baseline 4e rules, a Dragonborn with +2 Str, +2 Cha can achieve the following array easily:</p><p>Str 18 (16+2)</p><p>Con 14</p><p>Dex 8</p><p>Int 10</p><p>Wis 13</p><p>Cha 16 (14+2)</p><p></p><p>In order to buy this <em>without</em> the Dragonborn benefits, you would have to go from a 22 to <strong>33</strong> points--a full 50% increase. Notably, this would allow other arrays, such as the following, instead: 16/14/10/13/14/16. By enabling the same <em>top-end</em> results, you also expand what someone who makes relatively small sacrifices can do. That's a potential problem.</p><p></p><p>Obviously, things might work differently in 5e, particularly depending on how you price buying 16 and 17--the more expensive they are, the more points you have to provide, and the more benefit a "generalist" can squeeze out.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 8111399, member: 6790260"] For my part, they make the math of point-buy (by far my favored method) significantly less spiky. That is, shifting from a 13A-style "+2 from race, +2 from class, can't double up" method to modifying the non-linear point-buy numbers is....difficult, putting it mildly. I presume, since you have said "a purpose that isn't covered" etc., that you want the point-buy values to permit achieving the same maximum ability score values under either system. Since every D&D (including the older ones where modifiers didn't grow linearly) has made specialization useful, that means we're looking at seeking at or near the highest modifier possible. I'll use the 4e numbers, rather than the 5e ones, mostly because 5e doesn't actually [I]let[/I] you buy higher than 15 to begin with, and thus the point-buy value of 16 or 17 is (literally) undefined. Under the baseline 4e rules, a Dragonborn with +2 Str, +2 Cha can achieve the following array easily: Str 18 (16+2) Con 14 Dex 8 Int 10 Wis 13 Cha 16 (14+2) In order to buy this [I]without[/I] the Dragonborn benefits, you would have to go from a 22 to [B]33[/B] points--a full 50% increase. Notably, this would allow other arrays, such as the following, instead: 16/14/10/13/14/16. By enabling the same [I]top-end[/I] results, you also expand what someone who makes relatively small sacrifices can do. That's a potential problem. Obviously, things might work differently in 5e, particularly depending on how you price buying 16 and 17--the more expensive they are, the more points you have to provide, and the more benefit a "generalist" can squeeze out. [/QUOTE]
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