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General Tabletop Discussion
*Dungeons & Dragons
Removal of class-based stat bonuses?
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<blockquote data-quote="CapnZapp" data-source="post: 6662925" data-attributes="member: 12731"><p>An attempt at a serious reply to the OP (beyond the too-much-change answer that probably is the real answer):</p><p></p><p>A few levels of fighter might not provide an actual Strength increase, but Strength alone does little in this game. Unless your goal is to work as a Strongman at a circus, Strength needs to be <em>enabled</em> for it to provide you with a significant benefit. </p><p></p><p>In a game where you roll a twenty-sided die, increasing your Strength bonus is perhaps not trivial, but not exactly character-defining either. In comparison, taking a feat such as Great Weapon Fighter, or getting a second attack at 5th level, or even getting access to martial weapons at level 1, is much more formative in how you exhibit "being strong" than the Strength score itself.</p><p></p><p>I don't simply mean that your chosen class encourages you to increase certain stats. I mean that any given ability score means much less mechanically than your class features in how that ability is manifested in practical actions and actual in-game results.</p><p></p><p>There you have an answer to why this was removed from the final game (again forgetting for a moment the "D&D gamers are ultra-conservative" argument)</p><p></p><p>Zapp</p><p></p><p>PS. A much simpler, faster answer: because unlike every previous edition, you can actually catch up (at level 12 at the latest; in games with random stats probably earlier). Your Half-Orc clerics, Halfling paladins and Dwarf sorcerers already start merely a +1 behind; but in this edition lots of them will be indistinguishable from "optimal" combos already at level 8 or even earlier...</p></blockquote><p></p>
[QUOTE="CapnZapp, post: 6662925, member: 12731"] An attempt at a serious reply to the OP (beyond the too-much-change answer that probably is the real answer): A few levels of fighter might not provide an actual Strength increase, but Strength alone does little in this game. Unless your goal is to work as a Strongman at a circus, Strength needs to be [I]enabled[/I] for it to provide you with a significant benefit. In a game where you roll a twenty-sided die, increasing your Strength bonus is perhaps not trivial, but not exactly character-defining either. In comparison, taking a feat such as Great Weapon Fighter, or getting a second attack at 5th level, or even getting access to martial weapons at level 1, is much more formative in how you exhibit "being strong" than the Strength score itself. I don't simply mean that your chosen class encourages you to increase certain stats. I mean that any given ability score means much less mechanically than your class features in how that ability is manifested in practical actions and actual in-game results. There you have an answer to why this was removed from the final game (again forgetting for a moment the "D&D gamers are ultra-conservative" argument) Zapp PS. A much simpler, faster answer: because unlike every previous edition, you can actually catch up (at level 12 at the latest; in games with random stats probably earlier). Your Half-Orc clerics, Halfling paladins and Dwarf sorcerers already start merely a +1 behind; but in this edition lots of them will be indistinguishable from "optimal" combos already at level 8 or even earlier... [/QUOTE]
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Removal of class-based stat bonuses?
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