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<blockquote data-quote="KarinsDad" data-source="post: 2135850" data-attributes="member: 2011"><p>If you put in odd stats, you ARE planning out your character ahead of time at first level.</p><p></p><p>You are planning to decide whether to boost Str or boost Con at fourth level.</p><p></p><p>That's STILL an ahead of time plan, it is just a different plan.</p><p></p><p>And, you can do the same thing by taking even stats. I can still decide at fourth level whether to boost Str or Con. I can STILL "have the character choices actually reflect what happens in the game and not based on what the player decided when he created the character.". Your putting in odd stats method is not superior in this regard.</p><p></p><p>The limitation that I put in at first level was that by choosing 16 Str 16 Con, I cannot boost Con to 18 at level four like you can.</p><p></p><p>The limitation that you put in at first level was that by choosing 15 Str 17 Con, you cannot boost Str to 17 at level four and hence to 18 at level eight like I can.</p><p></p><p>Both of us have limited the character in some way with our first level ability score choices and the characters have to live with those choices from then on. Your way does not give more options nor does it allow Roleplaying options that are not allowed using my method. Roleplaying-wise, the two systems are basically equivalent.</p><p></p><p>What your way does do, however, is limit the abilities of the character at lower levels which in turn decreases his survivability. This is more of a game mechanic issue than a roleplaying one.</p><p></p><p>The game system IS designed to heavily encourage characters with even stats, regardless of the fact that one could come up with unusual character concepts in order to attempt to avoid that fact. Pretending otherwise is merely that, pretending.</p></blockquote><p></p>
[QUOTE="KarinsDad, post: 2135850, member: 2011"] If you put in odd stats, you ARE planning out your character ahead of time at first level. You are planning to decide whether to boost Str or boost Con at fourth level. That's STILL an ahead of time plan, it is just a different plan. And, you can do the same thing by taking even stats. I can still decide at fourth level whether to boost Str or Con. I can STILL "have the character choices actually reflect what happens in the game and not based on what the player decided when he created the character.". Your putting in odd stats method is not superior in this regard. The limitation that I put in at first level was that by choosing 16 Str 16 Con, I cannot boost Con to 18 at level four like you can. The limitation that you put in at first level was that by choosing 15 Str 17 Con, you cannot boost Str to 17 at level four and hence to 18 at level eight like I can. Both of us have limited the character in some way with our first level ability score choices and the characters have to live with those choices from then on. Your way does not give more options nor does it allow Roleplaying options that are not allowed using my method. Roleplaying-wise, the two systems are basically equivalent. What your way does do, however, is limit the abilities of the character at lower levels which in turn decreases his survivability. This is more of a game mechanic issue than a roleplaying one. The game system IS designed to heavily encourage characters with even stats, regardless of the fact that one could come up with unusual character concepts in order to attempt to avoid that fact. Pretending otherwise is merely that, pretending. [/QUOTE]
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