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General Tabletop Discussion
*Dungeons & Dragons
Please Cap the Ability Scores in 5E
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<blockquote data-quote="Crazy Jerome" data-source="post: 5848297" data-attributes="member: 54877"><p>I'm more concerned that the caps be soft, rather than the precise mechanism used or place where the cap takes place. Hard caps (can't raise an ability beyond 20) have their own problems. That solves extreme math problems, but it also causes sameness in characters--everyone wants to get to the cap in their primary attribute, as soon as possible. </p><p> </p><p>With soft caps, abilities costing more the higher you get them, people find their own natural stopping place, and it varies from player to player, character to character.</p><p> </p><p>Edit: There is one place for hard caps--a fallback absolute limit well north of the expected results of the soft caps, if going over that limit will clearly break the game. This is more likely to happen with "supplement creep" or house rules than at launch, but it really doesn't hurt much to put such a hard cap in--<strong>if, and only if</strong>, there is in fact an absolute limit that will break the game.</p><p> </p><p>For example, it might be that the game works best starting with main stats in the 14 to 20 range, and can easily accommodate those going up to 25. OK, make it so that 20 is pretty easy to get, and soft caps discourage most characters from passing 25. But then it is found that going to 30 (or 40 or whatever) just flat out breaks the game in some way. Put the hard cap there. Most people will never get near it, but if someone house rules or uses a wacky supplement, everyone knows where the top limit is.</p></blockquote><p></p>
[QUOTE="Crazy Jerome, post: 5848297, member: 54877"] I'm more concerned that the caps be soft, rather than the precise mechanism used or place where the cap takes place. Hard caps (can't raise an ability beyond 20) have their own problems. That solves extreme math problems, but it also causes sameness in characters--everyone wants to get to the cap in their primary attribute, as soon as possible. With soft caps, abilities costing more the higher you get them, people find their own natural stopping place, and it varies from player to player, character to character. Edit: There is one place for hard caps--a fallback absolute limit well north of the expected results of the soft caps, if going over that limit will clearly break the game. This is more likely to happen with "supplement creep" or house rules than at launch, but it really doesn't hurt much to put such a hard cap in--[B]if, and only if[/B], there is in fact an absolute limit that will break the game. For example, it might be that the game works best starting with main stats in the 14 to 20 range, and can easily accommodate those going up to 25. OK, make it so that 20 is pretty easy to get, and soft caps discourage most characters from passing 25. But then it is found that going to 30 (or 40 or whatever) just flat out breaks the game in some way. Put the hard cap there. Most people will never get near it, but if someone house rules or uses a wacky supplement, everyone knows where the top limit is. [/QUOTE]
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Please Cap the Ability Scores in 5E
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