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<blockquote data-quote="eryndel" data-source="post: 1374558" data-attributes="member: 13120"><p>If you want to do this, I'd remove number 7 (I can agree with everything else, I like the magic item system the way it is but I see reasons why others don't)</p><p>However, I've found in my games that there aren't any real throwaway abilities. Sure, some characters will choose a dump stat but will likely really suffer from it. i.e. The prototypical strong fighter who chooses one of the personality stats as a dump. If he chooses Wisdom, he suffers on his Will save, if he chooses Int, he get's little in the way of skill points. (And that can be enforced by having situations where skills are useful.) If he chooses Charisma, use diplomacy checks.</p><p></p><p>A well rounded game (I'm using this term to define one that has a reason to use combat abilities, skills, and roleplaying.) will find the character above to suffer from lack of something. I personally feel people complain that Charisma is often an easy dump stat because GM's don't make enough use of Charisma/Diplomacy Checks. Diplomacy tends to be one of the most often used skills in my games. </p><p></p><p>frex: to abuse a trope, the characters are in an inn and the innkeeper can give them a quest. The innkeeper is initially pretty indifferent to the characters, it's a DC 15 Cha/Dip check to being that to friendly. So, by changing that reaction the character's can get what they want. Friendly gives them the quest, indifferent gets nothing, and unfriendly might get you chased away.</p><p></p><p>Sure, that turns something that normally is just roleplaying into something purely mechanical. However, it's good to do that if characters abuse the limitations of their abilities. In every game where there was a low Charisma character, I'd always have them at some point in time trying to argue a case or get someone to do something for them, and that's where I have them roll that Charisma. They regret having that low Charisma after a while.</p><p></p><p>I've blathered on enough... to actually add something constructive to the thread, I would mind seeing </p><p>7 or 8) A spell creation system that makes it easy and encourages independent spell creation.</p><p></p><p>Werner</p></blockquote><p></p>
[QUOTE="eryndel, post: 1374558, member: 13120"] If you want to do this, I'd remove number 7 (I can agree with everything else, I like the magic item system the way it is but I see reasons why others don't) However, I've found in my games that there aren't any real throwaway abilities. Sure, some characters will choose a dump stat but will likely really suffer from it. i.e. The prototypical strong fighter who chooses one of the personality stats as a dump. If he chooses Wisdom, he suffers on his Will save, if he chooses Int, he get's little in the way of skill points. (And that can be enforced by having situations where skills are useful.) If he chooses Charisma, use diplomacy checks. A well rounded game (I'm using this term to define one that has a reason to use combat abilities, skills, and roleplaying.) will find the character above to suffer from lack of something. I personally feel people complain that Charisma is often an easy dump stat because GM's don't make enough use of Charisma/Diplomacy Checks. Diplomacy tends to be one of the most often used skills in my games. frex: to abuse a trope, the characters are in an inn and the innkeeper can give them a quest. The innkeeper is initially pretty indifferent to the characters, it's a DC 15 Cha/Dip check to being that to friendly. So, by changing that reaction the character's can get what they want. Friendly gives them the quest, indifferent gets nothing, and unfriendly might get you chased away. Sure, that turns something that normally is just roleplaying into something purely mechanical. However, it's good to do that if characters abuse the limitations of their abilities. In every game where there was a low Charisma character, I'd always have them at some point in time trying to argue a case or get someone to do something for them, and that's where I have them roll that Charisma. They regret having that low Charisma after a while. I've blathered on enough... to actually add something constructive to the thread, I would mind seeing 7 or 8) A spell creation system that makes it easy and encourages independent spell creation. Werner [/QUOTE]
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