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Multiple Ability Dependance and other tall tales
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<blockquote data-quote="Anax" data-source="post: 2631937" data-attributes="member: 19868"><p>I've never seen MAD to be a problem. Hell--in my current weekly game, we have a half-orc monk with a Wisdom of 8, and he's quite happy.</p><p></p><p>I think one half of the "must have multiple high stats" thing is people feeling that they have to play super-optimized characters, with no waste... and that isn't really necessary. If you use a moderate point boy size (25 or 28 or so), then the min-maxers won't get too far away in ability from the people who spread their points out more liberally. In the end, a +1/-1 variation in an ability modifier is not as big a deal as some people seem to think.</p><p></p><p>The other half is the feeling that if you have an *insert class X* here, you have to be really good at *everything* that class can do. But this just isn't the case: take the half-orc monk, for example. He's focused on Str and Con at the expense of Wis, and kept a moderate Dex. This means that he doesn't get the extra couple of points of AC that a monk with high Wis would get--and if he ever gets Stunning Blow, it won't be as effective as it otherwise could be. But, he didn't take SB. He took improved grappled, combat reflexes, and improved trip. He carries a spiked chain to make use of against squishy enemies (giving up flurry, but making great use of combat reflexes), but more frequently nowadays tends to dive in unarmed and grapple things.</p><p></p><p>And the grapple and trip is where his high strength approach pays off. He's a grappling *fiend*. Of course, in 3.0 this would be harder.</p><p></p><p>Anyway, what it comes down to is: there is no MAD problem with any class in 3.5, as far as I can see. The problem is that no character can be good at everything, and every class does actually fulfill multiple roles. You can choose either to perform well at all of those roles (points spread out across the abilities that matter to those roles), or you can choose to specialize.</p><p></p><p>So: Pick what you want to be strong at, and then choose whether you'd rather focus on your strengths or ameliorate your weaknesses. When people realize that having only a +0 or +1 in Dex doesn't make a monk useless, and that not every paladin and ranger has to have a +2 or better Con modifier, the world will be a better place.</p><p></p><p></p><p>(Heck, my character I've just made for a PbP game here is the first melee type I've made in *ages* that has better than +1 Con--and here, I only did it because 32 point buy gives a lot of wiggle room, and it fits the athleticism of the character.)</p></blockquote><p></p>
[QUOTE="Anax, post: 2631937, member: 19868"] I've never seen MAD to be a problem. Hell--in my current weekly game, we have a half-orc monk with a Wisdom of 8, and he's quite happy. I think one half of the "must have multiple high stats" thing is people feeling that they have to play super-optimized characters, with no waste... and that isn't really necessary. If you use a moderate point boy size (25 or 28 or so), then the min-maxers won't get too far away in ability from the people who spread their points out more liberally. In the end, a +1/-1 variation in an ability modifier is not as big a deal as some people seem to think. The other half is the feeling that if you have an *insert class X* here, you have to be really good at *everything* that class can do. But this just isn't the case: take the half-orc monk, for example. He's focused on Str and Con at the expense of Wis, and kept a moderate Dex. This means that he doesn't get the extra couple of points of AC that a monk with high Wis would get--and if he ever gets Stunning Blow, it won't be as effective as it otherwise could be. But, he didn't take SB. He took improved grappled, combat reflexes, and improved trip. He carries a spiked chain to make use of against squishy enemies (giving up flurry, but making great use of combat reflexes), but more frequently nowadays tends to dive in unarmed and grapple things. And the grapple and trip is where his high strength approach pays off. He's a grappling *fiend*. Of course, in 3.0 this would be harder. Anyway, what it comes down to is: there is no MAD problem with any class in 3.5, as far as I can see. The problem is that no character can be good at everything, and every class does actually fulfill multiple roles. You can choose either to perform well at all of those roles (points spread out across the abilities that matter to those roles), or you can choose to specialize. So: Pick what you want to be strong at, and then choose whether you'd rather focus on your strengths or ameliorate your weaknesses. When people realize that having only a +0 or +1 in Dex doesn't make a monk useless, and that not every paladin and ranger has to have a +2 or better Con modifier, the world will be a better place. (Heck, my character I've just made for a PbP game here is the first melee type I've made in *ages* that has better than +1 Con--and here, I only did it because 32 point buy gives a lot of wiggle room, and it fits the athleticism of the character.) [/QUOTE]
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