D&D 5E Theorycrafting: changing racial stat boosts to racial stat maxima

Quartz

Hero
I was mulling things over last night and wondered how it would affect D&D if, in a feat-less game, racial stat bumps were changed to improved stat maxima.

That is, the normal stat maximum is reduced to 18. Then each race gets two stats which have an increased maximum of 20. Humans choose which two, others are defined by race.

Has anyone tried something like this?
 

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Haven't tried in 5e, but this is how Shadowrun works.

I think MAD characters might be injured here - capping out at +4 on at least one thing. Would you consider the other way? Cap all at 20 and push the limit to 22?
 

I was mulling things over last night and wondered how it would affect D&D if, in a feat-less game, racial stat bumps were changed to improved stat maxima.

That is, the normal stat maximum is reduced to 18. Then each race gets two stats which have an increased maximum of 20. Humans choose which two, others are defined by race.

Has anyone tried something like this?
I have, but I get stuck on "what does this add to the game?" Best I see is a slightly different calculus to the character build sub-game. It does nothing for the kind of stories that can be told. Really, its impact doesn't show until late game.

So, for me, it's a change for little benefit. I'd rather not add more houserules that require tracking unless they do something more. But, that's just me, YMMV.
 

I was mulling things over last night and wondered how it would affect D&D if, in a feat-less game, racial stat bumps were changed to improved stat maxima.

That is, the normal stat maximum is reduced to 18. Then each race gets two stats which have an increased maximum of 20. Humans choose which two, others are defined by race.

Has anyone tried something like this?
As long as you stay below 20 or 22 I see nothing breaking the game mechanics. I can also see where you are coming from aka why you eventually would want this. But I am afraid, it is some kind of trap you are falling into (although besides the additional rules to trace and communicate this does no actual harm).

If, what I strongly guess your intention is to make races more diverse then this would work only if you put in +4 and upward stat differences. But not only bonuses but also malus' , so like in previous editions +4 to this -4 to that. But you gona break BA at some point, might not be really visible it is that pesky rare STR or Int save which if a dump stat now would be as low as 6 or less (so an unproficient -2 or -3 in a save with no way to improve but to put points into the stat or choose resilience, but you said without features.

Staying at your method, since no feats you got loads of ASI to outcompensate any disturbing malus at some point mid to end game when all other stats are maxed out (20 or 18 according to your rule)
So in the end it would not be very different to what we already got, also at low level with the differences, compared to RAW featless game, would not matter so much because the DCs are potentially lower.

When you plan for Darksun, to have e.g. halfgiants make a difference in STR then just rather give them 1d4 additional damage on an attack and an unarmed attack of 1d4 for a total of 2d4 unarmed.
Reason here also: It does not break BA it is at least a bit swingy, in the end it is like a human with an enlarge spell cast on it so totally in balance, except for the slightly higher unarmed damage dice.
Although it does not look so on first glance this ruling is far more consistent with 5e base principles.

A +2 weapon in 5e is shifting the balance much more than some weapon which got +0 on attack but 1d6 additional damage. That is, because a +2 weapon dramatically increases the chance to hit, it is almost like a permanent bless spell for the attack rolls, and you should know from experience at the table how strong the advantage by this spell is, in almost any given combat especially when higher AC is involved.
 


I would not limit max stats for races while leveling. Only at character creation.
And would put stat minimum for races.
also I would rework point buy a little and have 16 as max stat at 1st level

point buy: total points 32.
score 8 - 0 points
score 10 - 2 points
score 12 - 4 points
score 14 - 6 points
score 16 - 10 points

then some races would have some scores limited to 14 at start and some scores would have a 12 or 10 minumim

I.E.
Humans all scores can be between 8 to 16.
Elves: minimum dex 12, maximum con 14. High elves min int 10. Wood elves min wis 10.
half elves: min dex 10
Dwarves. Min con 12, min str 10, min wis 10, max dex 14, max cha 14.
etc...

you can raise min scores from 12 to 14 and 10 to 12 if you want even more stereotypical characters.

This does not requre scores with "penalties" to spend more point to get to 14. it just limits it. Penalty of sort is to have a score that would be considered a dump stat for a class a mandatory 10 or 12.
 


It removes much of the front-loading of races. It removes the obvious racial choices. No more is half-elf the go-to choice for the Paladin or Bard, for instance.
This really just changes the optimization mini-game, though. If that's something that you find a problem at your table, by all means, go for it. I don't have a problem with half-elves being the go-to for paladins (3 paladins, 2 human, 1 dragonborn) so this doesn't appeal to me. It, honestly, seems more like a solution in search of a problem.
 


On reflection, it makes human a pretty worthless choice as presented in my OP because they don't get any cool abilities like the gnome's spell resistance or halfling's luck. How about giving them an extra 2 skills / tools to start with?
 

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