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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Party Levels, CR, and Those Wacky Stats!
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<blockquote data-quote="clark411" data-source="post: 606335" data-attributes="member: 4768"><p>We used standard array and standard array +3 pts (for point buy per dmg) for paladins and monks who are more stat dependant. This was done with the condition that the player locked in ten levels as a monk or a paladin (to prevent rapid multiclassing out of the class). </p><p></p><p>We liked it. We're also liking standard point buy, as thus far everything seems rather balanced. Prior to this it seemed like we were in a constant death spiral.. we started with no concept of how the rules worked (college guys calling eachother and guiding each other through the character creation CD: "keep clicking till you hit 70 or so points!")- and because of this we had monster characters. I think my Rogue Halfling was like 14, 26, 18, 14, 12, 18 by level 13, and I wasn't considered one of the Broken characters. As a normal reaction to this, our DM had to present more challenging things... which would either kill us outright or present only a mild challenge if played appropriately rather than to maximum effectiveness (ie- "DM sir, um- why are those purple metal cows with breath weapons coming at us in wedge formation???")</p><p></p><p>What it sounds like is that yer definitely beginning off the bat to feel the need to compensate for their high poweredness by jumping their foes- something which, from my experience might end up ultimately hurting the campaign severely- especially if your uber heroes suddenly find themselves being swatted regularly despite their uber qualities... having huge stats, be this metagaming or a logical progression that someone who is translated into the game as a near superhero or genius, means they'll think they can take on things. Or, perhaps this was just an isolated thing from players who honestly didn't know what they were doing (ie my group)</p></blockquote><p></p>
[QUOTE="clark411, post: 606335, member: 4768"] We used standard array and standard array +3 pts (for point buy per dmg) for paladins and monks who are more stat dependant. This was done with the condition that the player locked in ten levels as a monk or a paladin (to prevent rapid multiclassing out of the class). We liked it. We're also liking standard point buy, as thus far everything seems rather balanced. Prior to this it seemed like we were in a constant death spiral.. we started with no concept of how the rules worked (college guys calling eachother and guiding each other through the character creation CD: "keep clicking till you hit 70 or so points!")- and because of this we had monster characters. I think my Rogue Halfling was like 14, 26, 18, 14, 12, 18 by level 13, and I wasn't considered one of the Broken characters. As a normal reaction to this, our DM had to present more challenging things... which would either kill us outright or present only a mild challenge if played appropriately rather than to maximum effectiveness (ie- "DM sir, um- why are those purple metal cows with breath weapons coming at us in wedge formation???") What it sounds like is that yer definitely beginning off the bat to feel the need to compensate for their high poweredness by jumping their foes- something which, from my experience might end up ultimately hurting the campaign severely- especially if your uber heroes suddenly find themselves being swatted regularly despite their uber qualities... having huge stats, be this metagaming or a logical progression that someone who is translated into the game as a near superhero or genius, means they'll think they can take on things. Or, perhaps this was just an isolated thing from players who honestly didn't know what they were doing (ie my group) [/QUOTE]
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Party Levels, CR, and Those Wacky Stats!
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