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Theorycrafting: changing racial stat boosts to racial stat maxima
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<blockquote data-quote="Coroc" data-source="post: 7875343" data-attributes="member: 6895991"><p>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).</p><p></p><p>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.</p><p></p><p>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)</p><p>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.</p><p></p><p>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.</p><p>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.</p><p>Although it does not look so on first glance this ruling is far more consistent with 5e base principles.</p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="Coroc, post: 7875343, member: 6895991"] 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. [/QUOTE]
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