Nonlethal Force
First Post
I think somewhere over the last page this has started to go down hill. This thread is not a debate about dice rolling! It is a catalogue of personal tastes. It really wasn't even to be a debate at all!
Having said that, I appreciate the well thought-outness (is that even I word? I don't think so!) of your reply, Mustrum_Ridcully.
This gives me an interesting perspective. As a typical 32 point-buyer ... I would say that my personal tastes are shifted 2 numbers up from each of yours.
20 becomes the wetdream ability,
19 becomes possible but still unlikely,
18 becomes a very nice ability score for the very focused,
17 is still quite nice,
16 is the good score and especially good for a secondary stat,
and so-on.
I think this is beginning to demonstrate that our impression of what a "good ability score" is makes us pre-disposed to a particular point-buy system.
Having said that, I appreciate the well thought-outness (is that even I word? I don't think so!) of your reply, Mustrum_Ridcully.
Mustrum_Ridcully said:Interesting question. As I said, we usually play 25 point buy characters.
18: Powergamers Wet Dream Ability: I have no idea how I should get there, unless I find PrCs that would allow me to use this ability score for anyhting (saves, skill points, hit points)
17: Incredibible ability: Much like the 18, but slightly more "realistic"
16: Superior Ability: Very Nice, possibly for a very focused character (Wizards and maybe Fighters might fit this)
15: Excellent Ability: Probably the highest I choose for any given character.
14: Good Ability: Goes into any secondary ability scores or to multiple stats for MAD-characters.
13: Fine Ability. Goes usually into ability scores that either grant access to feats with that value (assuming I actually want that feat) - examples are dex and int - or that aids one of my primary character abiltities and doesn't lose out if I improve it later (so no to int in that case, but yes to Constitution, Dexterity or Strength)
12: Fine Ability (as 13): Put anywhere where it might benefit the characters primary tasks, or where it makes him unique (so I might put a 12 to a Barbarians Charisma Score, if I want the "cool - virgin rescuing type)
10-11: Okay Ability. Put anywhere where I don't really need a boost.
8-9: Dump Stat. Typically Charisma, Wisdom or Strength (depending on character).
7 or less: Impossible in point buy, thus I can't really imagine what to do with that...
This gives me an interesting perspective. As a typical 32 point-buyer ... I would say that my personal tastes are shifted 2 numbers up from each of yours.
20 becomes the wetdream ability,
19 becomes possible but still unlikely,
18 becomes a very nice ability score for the very focused,
17 is still quite nice,
16 is the good score and especially good for a secondary stat,
and so-on.
I think this is beginning to demonstrate that our impression of what a "good ability score" is makes us pre-disposed to a particular point-buy system.