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<blockquote data-quote="Sunseeker" data-source="post: 5854731"><p>But there's a pretty significant degree of sameness already. Power builds stack strength(or whatever is the best stat, or 2 best stats). Turning to MAD really doesn't solve the problem either because then we're forcing players to keep their stats low because <em>many</em> need to be good stats. That aside, your opening line as a great deal of "maybes" in it, there's incentive to go over the line of efficiency if you <em>want</em> to do so. Sure, some people might decide it's more effective to stat out other scores, others might continue to pump up their STR because that's how they envision their characters. Min/maxers will min/max regardless.</p><p></p><p>The simple solution for stat-buff items or spells is to have them affect the modifier, not your actual strength. Magic weapons already do this and it's worked out pretty well, when a magical item affects your base stat, there's additional calculations that need to be done. Skip the middleman and just bump up the modifier.</p><p></p><p>If you're not <em>planning</em> to build a min/maxer, then it any cap at 20 or greater isn't really going to affect your character. You're going to be a highly intelligent, highly charismatic fighter because you <em>want</em> to be. You will buy gear and allocate stats accordingly.</p><p></p><p>That said, if you cap a system in any say, soft caps, hard caps, then you need to inventivise stating out other scores. A two-weapon fighter in generic plate as <em>zero</em> use for dexterity. What's this guy want to do? Hit and hit hard. How can we make MAD play into that? Off the top of my head, use his dex modifier to increase his crit range. MAD is inherently a tricky system but it can provide useful ways to incentivise building characters within a capped system <em>without</em> punishing the players for <strong>not</strong> investing in those scores.</p></blockquote><p></p>
[QUOTE="Sunseeker, post: 5854731"] But there's a pretty significant degree of sameness already. Power builds stack strength(or whatever is the best stat, or 2 best stats). Turning to MAD really doesn't solve the problem either because then we're forcing players to keep their stats low because [I]many[/I] need to be good stats. That aside, your opening line as a great deal of "maybes" in it, there's incentive to go over the line of efficiency if you [I]want[/I] to do so. Sure, some people might decide it's more effective to stat out other scores, others might continue to pump up their STR because that's how they envision their characters. Min/maxers will min/max regardless. The simple solution for stat-buff items or spells is to have them affect the modifier, not your actual strength. Magic weapons already do this and it's worked out pretty well, when a magical item affects your base stat, there's additional calculations that need to be done. Skip the middleman and just bump up the modifier. If you're not [I]planning[/I] to build a min/maxer, then it any cap at 20 or greater isn't really going to affect your character. You're going to be a highly intelligent, highly charismatic fighter because you [I]want[/I] to be. You will buy gear and allocate stats accordingly. That said, if you cap a system in any say, soft caps, hard caps, then you need to inventivise stating out other scores. A two-weapon fighter in generic plate as [I]zero[/I] use for dexterity. What's this guy want to do? Hit and hit hard. How can we make MAD play into that? Off the top of my head, use his dex modifier to increase his crit range. MAD is inherently a tricky system but it can provide useful ways to incentivise building characters within a capped system [I]without[/I] punishing the players for [B]not[/B] investing in those scores. [/QUOTE]
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