TwoSix
The Year of the TwoSix
I always upvote stat draft!2. Using a stat draft array that makes sure no one can have an 18 to start without using their 1st level ASI.
I always upvote stat draft!2. Using a stat draft array that makes sure no one can have an 18 to start without using their 1st level ASI.
Do you think the mechanical bonuses granted by feats are as good as that extra +1 for taking a +2 ASI Instead?I would be fine with it as long as the max cap for stats is at 16, not 20.
The problem with starting at lower stats is that it puts more pressure on you to take ASIs because of mechanical need instead of fun feats, and I’m a big proponent of players taking fun feats and getting them earlier.
5.5 is criticized as being the most powerful edition of the game so far. Which might be challenge if you want to play in something like a Ravenloft campaign, where unbridled heroic power might limit the options for interesting encounters.
In general, I think maxing out the ability score for your primary class stat is the mechanically optimal choice, outside of certain niche situations and character concepts.Do you think the mechanical bonuses granted by feats are as good as that extra +1 for taking a +2 ASI Instead?
I agree to an extent and obviously play that way in my regular D&D games up to this point. However in some games that can become an unsatisfying arms race. Regular horrors become irrelevant or insignificant. Sure I can fine tune enemies to a 110% to match the PCs. But you could also dial back the PCsI feel like this whole exercise of meddling with a big and well oiled machine and interlocking systems can be avoided by simply turning the knob named "Encounter Difficulty", unless the express purpose is to take tools away from the players.
I would frame it as most players don't want their PCs to feel inadequate, and what feels inadequate is usually determined by what their ceiling for growth is. It isn't relative to their encounters, because players understand that NPCs are malleable and dictated by the GM. Their feeling of strength is directly related to how close they are to their boundaries.I guess I’d refer back to my original question, what is this meddling with and what unintentional consequences are there? Or maybe there is a more fundamental question - does a PC have to have 18 to 20 in a primary stat to feel fun?
That is an interesting idea. But by extension you could resolve that if you simultaneously limited stats to 18? I find it hard to believe that this would fix the problem.I would frame it as most players don't want their PCs to feel inadequate, and what feels inadequate is usually determined by what their ceiling for growth is. It isn't relative to their encounters, because players understand that NPCs are malleable and dictated by the GM. Their feeling of strength is directly related to how close they are to their boundaries.
Above, I said that I would limit stat growth to 16 in the point-buy environment you presented. As a player, I would have no problem with a lower point-buy start if I could only get to a 16 anyway. 16 and 20 are both ultimately artificial caps introduced for gameplay purposes.That is an interesting idea. But by extension you could resolve that if you simultaneously limited stats to 18? I find it hard to believe that this would fix the problem.
If the monsters crush us because their stats are super-high, I don't feel like my PC is weak; I feel like my GM doesn't know how to balance monsters and frame encounters very well.Surely adequacy is relative to the challenges the PCs are pitched against and the people around them? It’s possible for PCs to still feel inadequate if the foes they face have AC 30 and +10 saves. Irrespective of their own personal scores?
So you’re saying that if the max starting ability score was 16 you would feel adequate if your character’s point allowed you to get to 16 in one stat?Above, I said that I would limit stat growth to 16 in the point-buy environment you presented. As a player, I would have no problem with a lower point-buy start if I could only get to a 16 anyway. 16 and 20 are both ultimately artificial caps introduced for gameplay purposes.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.