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General Tabletop Discussion
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Variable stat caps. Anyone ever used?
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<blockquote data-quote="FrogReaver" data-source="post: 7634833" data-attributes="member: 6795602"><p>You most definitely can create diversity by limiting players abilities to make a choice. You may dislike that method but it accomplishes the goal.</p><p></p><p> </p><p></p><p>What if I think strength and con are the most important stats for a fighter and that they should be more important for any fighter than intelligence or charisma</p><p></p><p> </p><p></p><p>If your point is that such characters wont be as strong as their 20 stat cap brethren then that's true. I'm failing to see why characters being slightly weaker than what's currently out there now is an argument for not doing this?</p><p></p><p></p><p></p><p>All the stats have a use. Some stats are more important to some classes, but as long as you start with a 14 to 16 you can make do till you develop a different plan for one of those other stats. Maybe it's multiclassing into bard or sorcerer or warlock. Maybe it's making a really hardy con based fighter.</p><p></p><p></p><p></p><p>Same issues + others with that kind of method. Preqreqs based on stats totally spit in the face of what i'm trying to do. I don't want int fighters fighting just as well as strength fighters. </p><p></p><p>Besides it still pushes the same cookie cutter optimization methods for characters - albeit maybe the cookie cutter fighter needs 13 int in this game to pick up X and Y feats to be the most optimized. That's what I'm trying to avoid.</p><p></p><p> </p><p></p><p>When you start arguing fair to the player I tune out. That's a boring and simply untrue argument than can be made about anything ever for all time. I mean what the heck does fair to the player even mean?</p><p></p><p>Anyways, the whole point is for players to play characters they wouldn't normally play because traditionally they aren't optimized enough. I'd say this accomplishes that with flying colors. I've still not seen an example of it not doing so.</p><p></p><p></p><p></p><p>In either case there will be plenty of choices</p><p></p><p>They don't do that now - and why would they? It results in an inferior character. So my proposal is to keep strength the most desirable stat for a fighter but to free the player from the cookie cutter optimization that is currently in the game and make optimizing each character an interesting endeavor. </p><p></p><p> </p><p></p><p>My problem with rolling stats for character generation is that it makes you worse for the whole game with no hope of changing. With random stat caps you at least start out on equal footing and can adjust your character as needed as you level to take into account those discreapencies.</p><p></p><p></p><p></p><p>My only issue with random stat generation is power discrepancy can be really high. random caps with point buy generation doesn't cause those big power discrepancies and can be planned for by the player in the leveling process.</p></blockquote><p></p>
[QUOTE="FrogReaver, post: 7634833, member: 6795602"] You most definitely can create diversity by limiting players abilities to make a choice. You may dislike that method but it accomplishes the goal. What if I think strength and con are the most important stats for a fighter and that they should be more important for any fighter than intelligence or charisma If your point is that such characters wont be as strong as their 20 stat cap brethren then that's true. I'm failing to see why characters being slightly weaker than what's currently out there now is an argument for not doing this? All the stats have a use. Some stats are more important to some classes, but as long as you start with a 14 to 16 you can make do till you develop a different plan for one of those other stats. Maybe it's multiclassing into bard or sorcerer or warlock. Maybe it's making a really hardy con based fighter. Same issues + others with that kind of method. Preqreqs based on stats totally spit in the face of what i'm trying to do. I don't want int fighters fighting just as well as strength fighters. Besides it still pushes the same cookie cutter optimization methods for characters - albeit maybe the cookie cutter fighter needs 13 int in this game to pick up X and Y feats to be the most optimized. That's what I'm trying to avoid. When you start arguing fair to the player I tune out. That's a boring and simply untrue argument than can be made about anything ever for all time. I mean what the heck does fair to the player even mean? Anyways, the whole point is for players to play characters they wouldn't normally play because traditionally they aren't optimized enough. I'd say this accomplishes that with flying colors. I've still not seen an example of it not doing so. In either case there will be plenty of choices They don't do that now - and why would they? It results in an inferior character. So my proposal is to keep strength the most desirable stat for a fighter but to free the player from the cookie cutter optimization that is currently in the game and make optimizing each character an interesting endeavor. My problem with rolling stats for character generation is that it makes you worse for the whole game with no hope of changing. With random stat caps you at least start out on equal footing and can adjust your character as needed as you level to take into account those discreapencies. My only issue with random stat generation is power discrepancy can be really high. random caps with point buy generation doesn't cause those big power discrepancies and can be planned for by the player in the leveling process. [/QUOTE]
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Variable stat caps. Anyone ever used?
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