Rolling for stats. Need some advice


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Now, what level is this taking place at?

Well, I'd say you'd need to analyze the differences at multiple points in the progression. Say, 4th, 8th, and 12th levels should do; that should account for most people's game play. 16th or 20th would be nice if you feel like doing the extra work.

By comparison, 4d6 dropping the lowest generally results in -- and this depends on how one does their accounting -- somewhere between a 28 and 32 point-buy.
 

Though the stat array you gave me was 34 PB iirc.

Now, I think this would be best done at a low level not only because of time constraints, but also because the difference in 2 points in the primary casting stat is minuscule at really high levels.

Would you say that level 6 is good?
 

Level 6 is fine. Though, to be fair, that will only give us a comparison at one point on the progression. Other points may yield different results.

Drop the 10 to an 8 and run the comparison at 32 points (that is a more common point buy, anyway).
 

Level 6 is fine. Though, to be fair, that will only give us a comparison at one point on the progression. Other points may yield different results.
I can do one a level 13, but to be honest the difference is likely going to be a lower DC by 1 and the loss of one low level bonus spell slot.

Drop the 10 to an 8 and run the comparison at 32 points (that is a more common point buy, anyway).
Alright, let's take a look.

A sorcerer with my preferred 32 point buy has Str 8, Dex 10, Con 14, Int 14, Wis 10, and Cha 18, the last one of which is bumped up to 19 at level 6, which is increased to 21 via a Cloak of Charisma.

The sorcerer who uses the rolls given earlier has Str 10, Dex 13, Con 14, Int 14, Wis 13, and Cha 16, bumped up to 17 and boosted to 19 via a Cloak.

So, a tad better in the AC and will save department in exchange for one less bonus first level spell and a slightly lower DC - which is not much of a power drop if your spells known are along the lines of Mage Armor, True Strike, Ray of Enfeeblement, Enlarge Person, Grease, Web, Alter Self, Invisibility, Dispel Magic, Explosive Runes, Fly, Haste, and Shrink Item.
 


At L1, they get the same spells/day, so you're only behind by 1 point on the save DC when it comes to the spellcasting. Which, again, isn't going much if you choose buffs and spells that don't allow a save, or which screw with the enemy even if they succeed.
 

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