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General Tabletop Discussion
*Pathfinder & Starfinder
Stats scaling past 18/19
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<blockquote data-quote="Jackinthegreen" data-source="post: 5971181" data-attributes="member: 6678119"><p>The method of stat generation has little bearing on what the stats actually do though. Stat effects are linear barring stuff like carrying capacity which is definitely exponential.</p><p></p><p>Also, in standard point buy an 18 is not 1 point away from 17. It's three points, just like 17 is three points away from 16 which is two points away from 15, etc. With 32 point buy, a character could get two 14s and four 13s, for a total of 32 points above straight 8s. Moving one of those up to an 18 results in an array of 18, 14, 12, 10, 10, 10, which adds up to 26 points above straight 8s. Doing double 18s results in just 20 points above straight 8s. In short, it's exponential cost for linear gain.</p><p></p><p></p><p>As far as the fighter versus wizard discussion goes, a fighter might always have a way to deal acceptable damage but a wizard who has chosen versatile and powerful spells for his daily loadout will tend to be equally or more effective. Likewise, a caster will typically have divinations that can give extra info on what challenges the character will face. Using Commune or Contact Other Plane and similar spells can be very informative if the DM isn't a jerk about withholding information and the players know how to ask useful questions to get the info they want. Yes, that can be dependent on how the DM runs things, but if they are playing things by the book and allow the spells to work to their written proper potential it's a good way to figure out what resources the adventurers will need.</p><p></p><p>In short, a fighter chooses his feats and gear and hopes he'll be able to be useful with those mostly permanent expenditures. To be fair there are some pretty nice options for fighters overall, but they still only compare to a few middling spells. Likewise, damage is typically not all that useful compared to the power of other effects and a character that can only do damage is likewise not very useful. If your campaign is set up to cater and fudge things for those who can only do damage then they'll of course look pretty decent. Casters, however, have far more than just damage-dealing potential and many can change that potential around every day or even on every cast.</p></blockquote><p></p>
[QUOTE="Jackinthegreen, post: 5971181, member: 6678119"] The method of stat generation has little bearing on what the stats actually do though. Stat effects are linear barring stuff like carrying capacity which is definitely exponential. Also, in standard point buy an 18 is not 1 point away from 17. It's three points, just like 17 is three points away from 16 which is two points away from 15, etc. With 32 point buy, a character could get two 14s and four 13s, for a total of 32 points above straight 8s. Moving one of those up to an 18 results in an array of 18, 14, 12, 10, 10, 10, which adds up to 26 points above straight 8s. Doing double 18s results in just 20 points above straight 8s. In short, it's exponential cost for linear gain. As far as the fighter versus wizard discussion goes, a fighter might always have a way to deal acceptable damage but a wizard who has chosen versatile and powerful spells for his daily loadout will tend to be equally or more effective. Likewise, a caster will typically have divinations that can give extra info on what challenges the character will face. Using Commune or Contact Other Plane and similar spells can be very informative if the DM isn't a jerk about withholding information and the players know how to ask useful questions to get the info they want. Yes, that can be dependent on how the DM runs things, but if they are playing things by the book and allow the spells to work to their written proper potential it's a good way to figure out what resources the adventurers will need. In short, a fighter chooses his feats and gear and hopes he'll be able to be useful with those mostly permanent expenditures. To be fair there are some pretty nice options for fighters overall, but they still only compare to a few middling spells. Likewise, damage is typically not all that useful compared to the power of other effects and a character that can only do damage is likewise not very useful. If your campaign is set up to cater and fudge things for those who can only do damage then they'll of course look pretty decent. Casters, however, have far more than just damage-dealing potential and many can change that potential around every day or even on every cast. [/QUOTE]
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