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So Is The Dex Based Fighter Just Strictly Better?
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<blockquote data-quote="Willie the Duck" data-source="post: 8685790" data-attributes="member: 6799660"><p>True, but the game wasn't really designed with playing as kids in mind (the kid would still be a 0th level character, so you still wouldn't take them adventuring). The intent was for the guy who rolled a 15 Str, but chose a a fighter anyways (perhaps their overall Str/Dex/Con was good and no other class looked like a better fit) to, eventually, get up to par with or surpass the guy who rolled like crazy and got an 18/%% strength. </p><p></p><p>And that's really where 'replace'-style attribute items make sense -- when max stat is so far and away good that you really want it eventually on any successful character, but getting it naturally is unlikely and (most importantly) there aren't other major ways* of getting it. ASIs don't make sense along with these. ASIs make sense with 3e style boosts (so that no poor schlub will spend 2-3 ASIs getting their Str to 18-20, only to run across a <em>Belt of Making that Investment Worthless</em> next adventure. I understand that the replace items were probably to do a deliberate throwback to the TSR-era, but honestly it's one of those 'the other changes made in the meantime won't play nice with this' situations.</p><p><span style="font-size: 9px">*Yes, wishes, but if you run into so many wishes you can raise a 15 str to 18/00 before finding gauntlets of ogre power, you're playing in a rather unique game.</span></p><p></p><p>There was a subtle balance around the things, depending on which edition of TSR-era A/D&D and which expansions. Magic armor did not encumber (I think it might have gone towards max carried, but don't know if that was in all editions), and added to some saves (again, not sure if universal). So a +2 chainmail may or may not have been more useful to you than a suit of regular plate. Also differences if you used WvsAC table (and faced a lot of weapon-wielding enemies).</p></blockquote><p></p>
[QUOTE="Willie the Duck, post: 8685790, member: 6799660"] True, but the game wasn't really designed with playing as kids in mind (the kid would still be a 0th level character, so you still wouldn't take them adventuring). The intent was for the guy who rolled a 15 Str, but chose a a fighter anyways (perhaps their overall Str/Dex/Con was good and no other class looked like a better fit) to, eventually, get up to par with or surpass the guy who rolled like crazy and got an 18/%% strength. And that's really where 'replace'-style attribute items make sense -- when max stat is so far and away good that you really want it eventually on any successful character, but getting it naturally is unlikely and (most importantly) there aren't other major ways* of getting it. ASIs don't make sense along with these. ASIs make sense with 3e style boosts (so that no poor schlub will spend 2-3 ASIs getting their Str to 18-20, only to run across a [I]Belt of Making that Investment Worthless[/I] next adventure. I understand that the replace items were probably to do a deliberate throwback to the TSR-era, but honestly it's one of those 'the other changes made in the meantime won't play nice with this' situations. [SIZE=1]*Yes, wishes, but if you run into so many wishes you can raise a 15 str to 18/00 before finding gauntlets of ogre power, you're playing in a rather unique game.[/SIZE] There was a subtle balance around the things, depending on which edition of TSR-era A/D&D and which expansions. Magic armor did not encumber (I think it might have gone towards max carried, but don't know if that was in all editions), and added to some saves (again, not sure if universal). So a +2 chainmail may or may not have been more useful to you than a suit of regular plate. Also differences if you used WvsAC table (and faced a lot of weapon-wielding enemies). [/QUOTE]
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