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Random, balanced, fail proof 5E stat generation system
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<blockquote data-quote="Sunseeker" data-source="post: 6863337"><p>I agree in two directions.</p><p></p><p>First: Constitution makes almost no difference unless it is negative or maxed.</p><p>Second: The contribution brought to survival by Constitution is cumulative. At level one, it's pretty meaningless. </p><p></p><p>Even a Barbarian Dwarf or a Variant Human Barbarian with Toughness and maximum Constitution is only going to have 19HP (1d12+5Con+2 toughness). That's a lot, but not enough to really secure a character against a few good hits. They're still very killable. </p><p></p><p>Most characters will be sitting somewhere in the 8-12 range of health, except for maybe that one really scrawny Wizard who has 6HP. Adding one or two hit points to any of those numbers, while it <em>looks</em> like a lot, is ostensibly meaningless. 5E has by far, the <em>weakest</em> purpose of Con that I've ever seen. It could be completely removed and it's appropriate checks assigned to almost any other score and noone would notice the difference.</p><p></p><p>-------------------------</p><p></p><p>At the topic on hand, this system is overlycomplex and promotes mediocrity. If you want a "simple" system that achieves the same goals, just create a "flat" array like: 16, 15, 15, 14, 14, 13. Or go even simpler and give every score a 14 (or whatever number you pull out of your ear). </p><p></p><p>I like the idea of classes giving stat bumps, but I'd turn the idea around like this: Remove the "base" +2 stat bump that each race gets, leaving only the "subrace specific" bump and then give each class a floating +X(1 or 2, whatever works for your game) to one of two of their scores (in the case of races with no subrace, just remove the +2 bump). Boom. You will immediately see a lot less elf rogues and a lot more dragonborn wizards. Or whatever else people can get creative with because the +1 is far less determination of what class you're going to be playing.</p><p>For added clarity, here's a list:</p><p></p><p>Hill Dwarf: +1 Wis</p><p>Mountain Dwarf: +2 Str</p><p>--Dwarves previously got +2 Con at base</p><p></p><p>High Elf: +1 Int</p><p>Wood Elf: +1 Wis</p><p>Dark Elf(Drow): +Cha</p><p>Eladrin(DMG): +1 Wis</p><p>--Elves previously got +2 Dex at base</p><p></p><p>Lightfoot: +1 Cha</p><p>Stout: +1 Con</p><p>--Halflings previously got +2 Dex at base</p><p></p><p>Humans (as is)</p><p>-Why? Because there's no need. Humans have no racial traits, which puts the stock human below the other races. Variant human puts them on-par with other races.</p><p></p><p>Dragonborn: +1 Cha</p><p>--Previously had +2 Str</p><p></p><p>Rock: +1 Con</p><p>Forest: +1 Dex</p><p>--Gnomes previously got +2 Int at base </p><p></p><p>Half Elf: +1 to any two scores</p><p>--Previously had +2 Cha as well</p><p></p><p>Half Orc: +1 Con</p><p>--previously had +2 Str as well</p><p></p><p>Tiefling: +1 Int</p><p>--previously had +2 Cha</p><p></p><p>All the classes would then offer a +1 in either of their "primary scores". Barbarians are strong because they're trained to be strong, not because all the strong races become barbarians.</p><p></p><p>Done and done.</p><p></p><p>Personally: I'd go a little further and give each race a floating +1 in either of their possible scores. So, Tieflings could get +1 in Int or +1 to Cha, High Elves could get +1 to Dex or +1 to Int, etc... I think I'll save this for the next game I run.</p></blockquote><p></p>
[QUOTE="Sunseeker, post: 6863337"] I agree in two directions. First: Constitution makes almost no difference unless it is negative or maxed. Second: The contribution brought to survival by Constitution is cumulative. At level one, it's pretty meaningless. Even a Barbarian Dwarf or a Variant Human Barbarian with Toughness and maximum Constitution is only going to have 19HP (1d12+5Con+2 toughness). That's a lot, but not enough to really secure a character against a few good hits. They're still very killable. Most characters will be sitting somewhere in the 8-12 range of health, except for maybe that one really scrawny Wizard who has 6HP. Adding one or two hit points to any of those numbers, while it [I]looks[/I] like a lot, is ostensibly meaningless. 5E has by far, the [I]weakest[/I] purpose of Con that I've ever seen. It could be completely removed and it's appropriate checks assigned to almost any other score and noone would notice the difference. ------------------------- At the topic on hand, this system is overlycomplex and promotes mediocrity. If you want a "simple" system that achieves the same goals, just create a "flat" array like: 16, 15, 15, 14, 14, 13. Or go even simpler and give every score a 14 (or whatever number you pull out of your ear). I like the idea of classes giving stat bumps, but I'd turn the idea around like this: Remove the "base" +2 stat bump that each race gets, leaving only the "subrace specific" bump and then give each class a floating +X(1 or 2, whatever works for your game) to one of two of their scores (in the case of races with no subrace, just remove the +2 bump). Boom. You will immediately see a lot less elf rogues and a lot more dragonborn wizards. Or whatever else people can get creative with because the +1 is far less determination of what class you're going to be playing. For added clarity, here's a list: Hill Dwarf: +1 Wis Mountain Dwarf: +2 Str --Dwarves previously got +2 Con at base High Elf: +1 Int Wood Elf: +1 Wis Dark Elf(Drow): +Cha Eladrin(DMG): +1 Wis --Elves previously got +2 Dex at base Lightfoot: +1 Cha Stout: +1 Con --Halflings previously got +2 Dex at base Humans (as is) -Why? Because there's no need. Humans have no racial traits, which puts the stock human below the other races. Variant human puts them on-par with other races. Dragonborn: +1 Cha --Previously had +2 Str Rock: +1 Con Forest: +1 Dex --Gnomes previously got +2 Int at base Half Elf: +1 to any two scores --Previously had +2 Cha as well Half Orc: +1 Con --previously had +2 Str as well Tiefling: +1 Int --previously had +2 Cha All the classes would then offer a +1 in either of their "primary scores". Barbarians are strong because they're trained to be strong, not because all the strong races become barbarians. Done and done. Personally: I'd go a little further and give each race a floating +1 in either of their possible scores. So, Tieflings could get +1 in Int or +1 to Cha, High Elves could get +1 to Dex or +1 to Int, etc... I think I'll save this for the next game I run. [/QUOTE]
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