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Wand of Paralysis in 5e DMG
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<blockquote data-quote="AaronOfBarbaria" data-source="post: 6756543" data-attributes="member: 6701872"><p>I have no idea what you are even trying to say. I guess you missed that I was pointing out that I never said "never" as you incorrectly were claiming that I had.</p><p></p><p>You are continuing to mischaracterize or misunderstand my statements.</p><p>That is entirely false.</p><p></p><p>According to the fact that if it was expected that you put your ability score increases in any particular place that each class wouldn't have a feature every few levels that lets you increase one or two ability scores <em>of your choice</em>, but rather a feature every few levels that would tell you which ability score(s) to increase.</p><p></p><p>I didn't say that the game doesn't expect that you can hit the max, I said it doesn't expect that every single character ever made <em>will</em> hit the max. Those multiple cases that raise the cap are there specifically because hitting the cap is <em>possible</em> and the designers wanted them to be able to raise it, which has absolutely no bearing on the fact that game doesn't expect you to have hit maximum by any point in particular.</p><p></p><p>I really think that players are expected to raise whatever ability scores they want to every time they are given an ability score increase, and that beyond capping scores at 20 without other features intervening makes exactly zero effort to predict where those increases are going and at what level. Those pregens with a 16 or better in their primary stat can easily spend all of even a fighter's ability score increases bringing their other scores upward for the sake of ability checks and saving throws, before ever raising their already high-enough to get their job done well enough primary score.</p><p></p><p>It's not actually exploitable.</p><p>The thinking that you are engaging in results in a very humorous situation for me because I have seen numerous people say exactly what you are saying (ability score increase go into primary score until it is maxed out, then onto others, as the "go-to" strategy) and then complain about saving throws being too difficult to succeed at with non-primary ability scores at higher levels because there is no saving throw progression outside of your proficient saves, when that is a result of their ability score increasing strategy, not the way the game is designed.</p></blockquote><p></p>
[QUOTE="AaronOfBarbaria, post: 6756543, member: 6701872"] I have no idea what you are even trying to say. I guess you missed that I was pointing out that I never said "never" as you incorrectly were claiming that I had. You are continuing to mischaracterize or misunderstand my statements. That is entirely false. According to the fact that if it was expected that you put your ability score increases in any particular place that each class wouldn't have a feature every few levels that lets you increase one or two ability scores [I]of your choice[/I], but rather a feature every few levels that would tell you which ability score(s) to increase. I didn't say that the game doesn't expect that you can hit the max, I said it doesn't expect that every single character ever made [I]will[/I] hit the max. Those multiple cases that raise the cap are there specifically because hitting the cap is [I]possible[/I] and the designers wanted them to be able to raise it, which has absolutely no bearing on the fact that game doesn't expect you to have hit maximum by any point in particular. I really think that players are expected to raise whatever ability scores they want to every time they are given an ability score increase, and that beyond capping scores at 20 without other features intervening makes exactly zero effort to predict where those increases are going and at what level. Those pregens with a 16 or better in their primary stat can easily spend all of even a fighter's ability score increases bringing their other scores upward for the sake of ability checks and saving throws, before ever raising their already high-enough to get their job done well enough primary score. It's not actually exploitable. The thinking that you are engaging in results in a very humorous situation for me because I have seen numerous people say exactly what you are saying (ability score increase go into primary score until it is maxed out, then onto others, as the "go-to" strategy) and then complain about saving throws being too difficult to succeed at with non-primary ability scores at higher levels because there is no saving throw progression outside of your proficient saves, when that is a result of their ability score increasing strategy, not the way the game is designed. [/QUOTE]
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