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General Tabletop Discussion
*Pathfinder & Starfinder
Making all ability scores more important
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<blockquote data-quote="babinro" data-source="post: 4267162" data-attributes="member: 67482"><p>I've always wanted ability scores to mean more for any given class. In my experience with 3.X, Charisma has always been the dumpstat for the vast majority of characters play by myself, and my fellow D&D players. It seems 4.0 has not addressed this, as is the case with people saying that Intelligence feels like a dump stat (which I tend to agree with given what I've seen thus far).</p><p></p><p></p><p>Str: Same as it was before, carrying capacity, melee/thrown weapon attack power and damage.</p><p></p><p>Dex: Ranged attack power and damage for light weapons. AC for lighter armor. No longer a factor in initiate.</p><p></p><p>Con: Hit points gained per level and healing surges</p><p></p><p>Int: Initiative bonus. While you may not be the quickest to jump into combat, you're better able to access the situation and act more effectively than others around you. This is represented via a higher initiative order as it provides you with a tactical edge. </p><p>Languages Known: 8 means you know common but cannot read or write. 10 means you can read and write common. Each modifier upwards adds a language.</p><p></p><p>Wis: Your modifier determines your passive perception intuition. Rather than characters taking a 10...they will take a 10+wis modifier for their passive checks. This means that a wisdom of 8 means people would be taking a '9' on rolls.</p><p></p><p>Cha: Could represent your haggling ability in the market place. To throw a number out there, every ability point you gain increases profits from sold items by an additional 5%. This could also apply to the purchase price of items. IE: Cha 14 means you'd gain 10% more on sold goods than the merchant would offer your comrades. </p><p></p><p></p><p>Thoughts? Suggestions on how to better approach this?</p></blockquote><p></p>
[QUOTE="babinro, post: 4267162, member: 67482"] I've always wanted ability scores to mean more for any given class. In my experience with 3.X, Charisma has always been the dumpstat for the vast majority of characters play by myself, and my fellow D&D players. It seems 4.0 has not addressed this, as is the case with people saying that Intelligence feels like a dump stat (which I tend to agree with given what I've seen thus far). Str: Same as it was before, carrying capacity, melee/thrown weapon attack power and damage. Dex: Ranged attack power and damage for light weapons. AC for lighter armor. No longer a factor in initiate. Con: Hit points gained per level and healing surges Int: Initiative bonus. While you may not be the quickest to jump into combat, you're better able to access the situation and act more effectively than others around you. This is represented via a higher initiative order as it provides you with a tactical edge. Languages Known: 8 means you know common but cannot read or write. 10 means you can read and write common. Each modifier upwards adds a language. Wis: Your modifier determines your passive perception intuition. Rather than characters taking a 10...they will take a 10+wis modifier for their passive checks. This means that a wisdom of 8 means people would be taking a '9' on rolls. Cha: Could represent your haggling ability in the market place. To throw a number out there, every ability point you gain increases profits from sold items by an additional 5%. This could also apply to the purchase price of items. IE: Cha 14 means you'd gain 10% more on sold goods than the merchant would offer your comrades. Thoughts? Suggestions on how to better approach this? [/QUOTE]
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Making all ability scores more important
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