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Please Cap the Ability Scores in 5E
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<blockquote data-quote="Crazy Jerome" data-source="post: 5849347" data-attributes="member: 54877"><p>Not all caps create the same results. Say that you have no more than 10 ways to raise any given ability score, over the course of all levels, call them A, B, C, D, E, F, G, H, I, J. Each one raises the relevant ability score +1. (There might be different, somewhat overlapping sets for the other ability scores.)</p><ul> <li data-xf-list-type="ul">If you cap by saying that ability scores cannot exceed 25 or something similar, then how many of these you can take will be the number before you hit the cap. Someone starting at 15 can take them all, someone starting higher can max out without taking them all. You have to start below 15 to not be able to touch the cap.</li> <li data-xf-list-type="ul">If you cap by making these increasingly harder to find, get, etc., then maximum will be determined by the starting place, your effort to focus on getting these, and what the DM allows in play.</li> <li data-xf-list-type="ul">If you cap by making some of these have opportunity costs--i.e. affecting other options you can take not related to this ability score--then the maximum will be determined by how much the players are willing to specialize their characters.</li> </ul><p>Naturally, if supplements add optional methods K, L, M, and N, then how this affects the results will differ wildly based on the type of cap you used. In the first one, for example, a hard cap of 25, all it does is increase the variety of ways that a character can hit the cap, and allow characters that start lower to still hit it. The practical result is early variety at lower levels and more sameness at upper levels.</p></blockquote><p></p>
[QUOTE="Crazy Jerome, post: 5849347, member: 54877"] Not all caps create the same results. Say that you have no more than 10 ways to raise any given ability score, over the course of all levels, call them A, B, C, D, E, F, G, H, I, J. Each one raises the relevant ability score +1. (There might be different, somewhat overlapping sets for the other ability scores.) [LIST] [*]If you cap by saying that ability scores cannot exceed 25 or something similar, then how many of these you can take will be the number before you hit the cap. Someone starting at 15 can take them all, someone starting higher can max out without taking them all. You have to start below 15 to not be able to touch the cap. [*]If you cap by making these increasingly harder to find, get, etc., then maximum will be determined by the starting place, your effort to focus on getting these, and what the DM allows in play. [*]If you cap by making some of these have opportunity costs--i.e. affecting other options you can take not related to this ability score--then the maximum will be determined by how much the players are willing to specialize their characters. [/LIST]Naturally, if supplements add optional methods K, L, M, and N, then how this affects the results will differ wildly based on the type of cap you used. In the first one, for example, a hard cap of 25, all it does is increase the variety of ways that a character can hit the cap, and allow characters that start lower to still hit it. The practical result is early variety at lower levels and more sameness at upper levels. [/QUOTE]
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