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What To Do With Racial ASIs?
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<blockquote data-quote="Charlaquin" data-source="post: 8044892" data-attributes="member: 6779196"><p>I agree! I just think that using ability score adjustments to express those differences causes problems. I think there are better ways to do it, such as Strong Build and Halfling Nimbleness. These, to me, better actualize the physical differences, and don’t have the added drawback of punishing players who want to play against type with sub-par attack and damage rolls and/or save DCs and prepared spells. The strength score may have the name “strength” but it does significantly less to make the character actually <em>feel</em> stronger than Powerful Build, or Savage Attacks, or Natural Athlete. This is why I say ability scores are already “““dissociated mechanics.“““ They fail to meaningfully express the thing they say they represent, and mostly serve as meaningless to-hit and damage modifiers. I want my Goliaths to feel different from my halflings because they can do more stuff strong characters should be able to do, not because a number that the game informs me represents how strong the character is but really mostly just means he’s less likely to miss with melee weapons is higher.</p></blockquote><p></p>
[QUOTE="Charlaquin, post: 8044892, member: 6779196"] I agree! I just think that using ability score adjustments to express those differences causes problems. I think there are better ways to do it, such as Strong Build and Halfling Nimbleness. These, to me, better actualize the physical differences, and don’t have the added drawback of punishing players who want to play against type with sub-par attack and damage rolls and/or save DCs and prepared spells. The strength score may have the name “strength” but it does significantly less to make the character actually [I]feel[/I] stronger than Powerful Build, or Savage Attacks, or Natural Athlete. This is why I say ability scores are already “““dissociated mechanics.“““ They fail to meaningfully express the thing they say they represent, and mostly serve as meaningless to-hit and damage modifiers. I want my Goliaths to feel different from my halflings because they can do more stuff strong characters should be able to do, not because a number that the game informs me represents how strong the character is but really mostly just means he’s less likely to miss with melee weapons is higher. [/QUOTE]
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