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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="Undrave" data-source="post: 8065819" data-attributes="member: 7015698"><p>Oops... 16, 15, 14, 13, 10, 8</p><p></p><p>I like that there's multiple odd scores so that later ASI can be more interesting. </p><p></p><p></p><p></p><p>I think at this point it's just a DnD cultural thing, more people will feel 16 is their goal for a starting stat than 14, and even if in practice you might be right, the FEEL would be off for a lot of folks... if that's enough to torpedo 4e it should be enough to warrant giving players their 16. It's just too ingrained at this point. </p><p></p><p>And as for your point on hitting more often... if the game still allowed us to nickle and dime for random +X to hit, I would agree with you. It'd be more interesting to constantly have to look for ways to improve your chances to hit (even something as simple as flanking), but at this point the game doesn't quite support it... And you'd need to bring back the 'attacker always rolls' principle from 4e for spells for that kind of system to work IMO, otherwise you run the risk of imbalancing things. It's generally easier to improve your attack roll than your save DC, but attack rolls are cheaper.</p></blockquote><p></p>
[QUOTE="Undrave, post: 8065819, member: 7015698"] Oops... 16, 15, 14, 13, 10, 8 I like that there's multiple odd scores so that later ASI can be more interesting. I think at this point it's just a DnD cultural thing, more people will feel 16 is their goal for a starting stat than 14, and even if in practice you might be right, the FEEL would be off for a lot of folks... if that's enough to torpedo 4e it should be enough to warrant giving players their 16. It's just too ingrained at this point. And as for your point on hitting more often... if the game still allowed us to nickle and dime for random +X to hit, I would agree with you. It'd be more interesting to constantly have to look for ways to improve your chances to hit (even something as simple as flanking), but at this point the game doesn't quite support it... And you'd need to bring back the 'attacker always rolls' principle from 4e for spells for that kind of system to work IMO, otherwise you run the risk of imbalancing things. It's generally easier to improve your attack roll than your save DC, but attack rolls are cheaper. [/QUOTE]
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Where to put ability bonuses during character creation
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