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The tyranny of small numbers
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<blockquote data-quote="Staffan" data-source="post: 8680795" data-attributes="member: 907"><p>I think the problem, such as it is, comes from two sources.</p><ol> <li data-xf-list-type="ol">Players have too much control over ability scores via methods like point-buy or arrays. If you want to start with a 16 in your primary stat, you can.</li> <li data-xf-list-type="ol">Too much single-ability dependency. A Strength-based fighter can do perfectly fine with Dex 8, because heavy armor removes Dexterity from the AC equation, and javelins make perfectly cromulent weapons at moderate distances. A caster "needs" to pump their casting stat above all else, because they get both prepared spells, spell attack, and spell DC from it.</li> </ol><p>If you have more randomness in your stats, it becomes more about playing to the stats you have rather than setting the stats to match your class. If you also have more variety in what stats do, that can lead to some more interesting combinations. For example, what if spells known or prepared was based on Intelligence, spells per day on Wisdom, and spell attack/DC on Charisma? That could give some interesting choices, with intelligent casters having a better chance of being prepared for a particular thing, wise casters more endurance, and charismatic casters having more oomph with the spells they do cast.</p><p></p><p>Another option would be to decouple ability scores from the primary things you use entirely. You're a 6th level fighter? In that case you have an attack bonus of +7, deal +4 damage, and have AC 18 (+2 with a shield) and 62 hp. Ability scores can then be used for ability/skill checks, and possibly unlock various special abilities you can choose. Maybe high Strength lets you Strike a Mighty Blow once per fight for double damage, or add a free Shove or something. That would paradoxically both make a high Strength less necessary (because it doesn't help with the round-over-round stats) and more impactful ("Haha! Taste my Mighty Blow, evil-doer!").</p></blockquote><p></p>
[QUOTE="Staffan, post: 8680795, member: 907"] I think the problem, such as it is, comes from two sources. [LIST=1] [*]Players have too much control over ability scores via methods like point-buy or arrays. If you want to start with a 16 in your primary stat, you can. [*]Too much single-ability dependency. A Strength-based fighter can do perfectly fine with Dex 8, because heavy armor removes Dexterity from the AC equation, and javelins make perfectly cromulent weapons at moderate distances. A caster "needs" to pump their casting stat above all else, because they get both prepared spells, spell attack, and spell DC from it. [/LIST] If you have more randomness in your stats, it becomes more about playing to the stats you have rather than setting the stats to match your class. If you also have more variety in what stats do, that can lead to some more interesting combinations. For example, what if spells known or prepared was based on Intelligence, spells per day on Wisdom, and spell attack/DC on Charisma? That could give some interesting choices, with intelligent casters having a better chance of being prepared for a particular thing, wise casters more endurance, and charismatic casters having more oomph with the spells they do cast. Another option would be to decouple ability scores from the primary things you use entirely. You're a 6th level fighter? In that case you have an attack bonus of +7, deal +4 damage, and have AC 18 (+2 with a shield) and 62 hp. Ability scores can then be used for ability/skill checks, and possibly unlock various special abilities you can choose. Maybe high Strength lets you Strike a Mighty Blow once per fight for double damage, or add a free Shove or something. That would paradoxically both make a high Strength less necessary (because it doesn't help with the round-over-round stats) and more impactful ("Haha! Taste my Mighty Blow, evil-doer!"). [/QUOTE]
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