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General Tabletop Discussion
*Dungeons & Dragons
The Problem with Constitution
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<blockquote data-quote="Kurotowa" data-source="post: 7554511" data-attributes="member: 27957"><p>And here's where we part ways. IME the only way for all options to be equally viable is to make every option identical, which in turn renders player choices irrelevant. Choices only matter if those choices result in measurably different results. As soon as you have different results it means you'll have outcomes that are more or less optimally suited for the desired result. That result can be combat efficiency, character concept fidelity, playstyle alignment, or whatever measure you care to use. A game system with meaningful choices will, by necessity, have some options that are more effective and some that are less.</p><p></p><p>D&D hardly has a shortage of these. I've got a player in my group who constantly gets odds character concepts in his head and finds it hard to realize them with the game system as it stands. We had to talk him down from trying to create a PC specialized in throwing axes because of how completely ineffective it is.</p><p></p><p>So let's talk ability scores. Every PC can rank the priority of ability scores based on their class and concept. You'll have a main stat based on class, secondary stats that boost other class abilities or chosen skills, and tertiary stats that provide no significant benefit and are often relegated to "dump" status. What's different about Con is that it's no one's main stat and everyone's secondary stat. No one makes an attack roll with Con but everyone benefits from extra HP.</p><p></p><p>Does this make Con unique out of the six abilities? Yes. Is that a problem? I don't see it as one. There's a lot of range within in the secondary stat field for different levels of emphasis. An evasive ranged character might be willing to sacrifice those points in Con, while a front line melee type is going to want as much extra HP as they can get. But everyone's going to feel the effects of Con to some degree, and that's fine. Not every stat needs to be main or dump.</p><p></p><p>What you'd really want, if you want to make Con the equal of the others, is a character class that somehow makes Con the main stat. How would that work? I have no idea. Maybe get really weird and make it someone who uses HP and healing surges as resources for special powers.</p></blockquote><p></p>
[QUOTE="Kurotowa, post: 7554511, member: 27957"] And here's where we part ways. IME the only way for all options to be equally viable is to make every option identical, which in turn renders player choices irrelevant. Choices only matter if those choices result in measurably different results. As soon as you have different results it means you'll have outcomes that are more or less optimally suited for the desired result. That result can be combat efficiency, character concept fidelity, playstyle alignment, or whatever measure you care to use. A game system with meaningful choices will, by necessity, have some options that are more effective and some that are less. D&D hardly has a shortage of these. I've got a player in my group who constantly gets odds character concepts in his head and finds it hard to realize them with the game system as it stands. We had to talk him down from trying to create a PC specialized in throwing axes because of how completely ineffective it is. So let's talk ability scores. Every PC can rank the priority of ability scores based on their class and concept. You'll have a main stat based on class, secondary stats that boost other class abilities or chosen skills, and tertiary stats that provide no significant benefit and are often relegated to "dump" status. What's different about Con is that it's no one's main stat and everyone's secondary stat. No one makes an attack roll with Con but everyone benefits from extra HP. Does this make Con unique out of the six abilities? Yes. Is that a problem? I don't see it as one. There's a lot of range within in the secondary stat field for different levels of emphasis. An evasive ranged character might be willing to sacrifice those points in Con, while a front line melee type is going to want as much extra HP as they can get. But everyone's going to feel the effects of Con to some degree, and that's fine. Not every stat needs to be main or dump. What you'd really want, if you want to make Con the equal of the others, is a character class that somehow makes Con the main stat. How would that work? I have no idea. Maybe get really weird and make it someone who uses HP and healing surges as resources for special powers. [/QUOTE]
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