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What 5e got wrong
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<blockquote data-quote="Jester David" data-source="post: 6794714" data-attributes="member: 37579"><p>A video game can get a lot more finicky with ability scores, since the computer manages the number crunching rather than one person. It's easier to regularly shift abilities, give bonuses, and have every party member trying to improve all their abilities because all are relevant. </p><p></p><p>All ability scores are somewhat useful in D&D. There's no real bad ability scores. But you have a finite amount of points to spread around, and a character with 14, 13, 12, 12, 11, 10 is rather boring (dump stats make a character interesting) so you focus on a preferred bonus. </p><p></p><p>5e also had a legacy element. They wanted "18 Strength" to mean something, to be good. There was a cap in place. So regular stat boosts didn't work.</p></blockquote><p></p>
[QUOTE="Jester David, post: 6794714, member: 37579"] A video game can get a lot more finicky with ability scores, since the computer manages the number crunching rather than one person. It's easier to regularly shift abilities, give bonuses, and have every party member trying to improve all their abilities because all are relevant. All ability scores are somewhat useful in D&D. There's no real bad ability scores. But you have a finite amount of points to spread around, and a character with 14, 13, 12, 12, 11, 10 is rather boring (dump stats make a character interesting) so you focus on a preferred bonus. 5e also had a legacy element. They wanted "18 Strength" to mean something, to be good. There was a cap in place. So regular stat boosts didn't work. [/QUOTE]
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