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What would happen if your character or your PCs had an 18 in every stat?
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<blockquote data-quote="Saeviomagy" data-source="post: 1599731" data-attributes="member: 5890"><p>I think that what people are missing here is that the entire party will be like this.</p><p></p><p>As such, having all 18's is almost identical to having all 10's - the GM is going to introduce harder challenges for party members, not introduce normal-level challengs for an above the norm party.</p><p></p><p>As such, any cries of "there's no challenge" are totally unfounded.</p><p></p><p>RP-wise, it's an interesting idea. The PC's are much greater than the general populace. However this isn't really going to differ from normal high-level play, except that the heroes are going to be better in almost all regards. Concentrating on the differences between the heroes at low level, and without their class abilities, and normal humans is going to be what characterises the campaign.</p><p></p><p>In mechanical terms, you're going to have some interesting differences, even taking into account the +1 ecl.</p><p></p><p>1. All classes will have a lot more hitpoints than normal. 1 level of fighter hitpoints will be made up by level 3, and from then on, it's pure profit. Wizards get an even better deal.</p><p></p><p>2. Clerics will be really, really good. Only 1 hp per level behind fighters, still plenty of skill points etc etc. Normally clerics are hurt because they have to carefully allocate attributes - every single one counts. With all 18's, the cleric is a powerhouse, especially if he picks up some domains with extra skill selections.</p><p></p><p>3. Druids who wildshape will be penalised, because wildshape only turns you into an average animal. You might want to think about this. Usually turning into an animal which is reknowned for a quality (strength, endurance, agility) will give you a 19-22 in that ability, but trades most other stats down to the 10-13 range. For a character who normally has all 18's, that's a really small benefit for a really big disadvantage.</p><p></p><p>4. With a mandatory ECL increase of 1, watch out for spells or abilties that monsters have which are normally countered by spells - the party will often be 1 spell level behind, making those counters unavailable. Often access to an appropriate counter makes the difference between a tpk and an easy fight. With an ECL of 2, this will be significantly more pronounced.</p></blockquote><p></p>
[QUOTE="Saeviomagy, post: 1599731, member: 5890"] I think that what people are missing here is that the entire party will be like this. As such, having all 18's is almost identical to having all 10's - the GM is going to introduce harder challenges for party members, not introduce normal-level challengs for an above the norm party. As such, any cries of "there's no challenge" are totally unfounded. RP-wise, it's an interesting idea. The PC's are much greater than the general populace. However this isn't really going to differ from normal high-level play, except that the heroes are going to be better in almost all regards. Concentrating on the differences between the heroes at low level, and without their class abilities, and normal humans is going to be what characterises the campaign. In mechanical terms, you're going to have some interesting differences, even taking into account the +1 ecl. 1. All classes will have a lot more hitpoints than normal. 1 level of fighter hitpoints will be made up by level 3, and from then on, it's pure profit. Wizards get an even better deal. 2. Clerics will be really, really good. Only 1 hp per level behind fighters, still plenty of skill points etc etc. Normally clerics are hurt because they have to carefully allocate attributes - every single one counts. With all 18's, the cleric is a powerhouse, especially if he picks up some domains with extra skill selections. 3. Druids who wildshape will be penalised, because wildshape only turns you into an average animal. You might want to think about this. Usually turning into an animal which is reknowned for a quality (strength, endurance, agility) will give you a 19-22 in that ability, but trades most other stats down to the 10-13 range. For a character who normally has all 18's, that's a really small benefit for a really big disadvantage. 4. With a mandatory ECL increase of 1, watch out for spells or abilties that monsters have which are normally countered by spells - the party will often be 1 spell level behind, making those counters unavailable. Often access to an appropriate counter makes the difference between a tpk and an easy fight. With an ECL of 2, this will be significantly more pronounced. [/QUOTE]
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What would happen if your character or your PCs had an 18 in every stat?
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