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General Tabletop Discussion
Level Up: Advanced 5th Edition (A5E)
Where to put ability bonuses during character creation
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<blockquote data-quote="DEFCON 1" data-source="post: 8065768" data-attributes="member: 7006"><p>I also agree stat increases via species / background / class is pointless. People are going to go after the stats they want, so just give them a certain amount of point buy points and let them buy what they want. Don't waste time making them decide which combination of this and that species or class to take to gain this or that bonus. Or if people are rolling stats and the DM wants them to have higher stats than 4d6 drop lowest, there are dozens of other rolling method combinations they can use.</p><p></p><p>And as far as the argument that if you don't let a PC have an exceedingly high stat from the get-go they will just spend their first ASIs to boost their primary stat... isn't that all dependent on how worthwhile you make your feats? If players keep buying up their max stat, it's because your feats aren't worth a damn. Make your feat options better and players won't automatically go straight to +2 to their ASI.</p><p></p><p>And then for the MAD classes? If this game is being rebuilt to be "Advanced"... build the classes in such a way that the MAD classes who may start with their primary modifier one less than another class (because they have to split their points more evenly) has other abilities to compensate. Either that... or make all the classes MAD by putting some of their class features behind secondary and tertiary stats.</p><p></p><p>If you go into this project thinking that all the build tropes of current 5E are still going to be there... you've obviously not thought hard enough on how to fix them so that they no longer are a thing in A5E.</p></blockquote><p></p>
[QUOTE="DEFCON 1, post: 8065768, member: 7006"] I also agree stat increases via species / background / class is pointless. People are going to go after the stats they want, so just give them a certain amount of point buy points and let them buy what they want. Don't waste time making them decide which combination of this and that species or class to take to gain this or that bonus. Or if people are rolling stats and the DM wants them to have higher stats than 4d6 drop lowest, there are dozens of other rolling method combinations they can use. And as far as the argument that if you don't let a PC have an exceedingly high stat from the get-go they will just spend their first ASIs to boost their primary stat... isn't that all dependent on how worthwhile you make your feats? If players keep buying up their max stat, it's because your feats aren't worth a damn. Make your feat options better and players won't automatically go straight to +2 to their ASI. And then for the MAD classes? If this game is being rebuilt to be "Advanced"... build the classes in such a way that the MAD classes who may start with their primary modifier one less than another class (because they have to split their points more evenly) has other abilities to compensate. Either that... or make all the classes MAD by putting some of their class features behind secondary and tertiary stats. If you go into this project thinking that all the build tropes of current 5E are still going to be there... you've obviously not thought hard enough on how to fix them so that they no longer are a thing in A5E. [/QUOTE]
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Where to put ability bonuses during character creation
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