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<blockquote data-quote="hewligan" data-source="post: 5412321" data-attributes="member: 19688"><p>I have GMed with some lowish stat characters, but generally the wisdom and charisma dump stats. The first ever game I played in I had a Gnome that was rolled the old fashioned way, and a 14 was considered a very good stat.</p><p></p><p>I am half-way to agreeing with Morrus, except that in my games I don't play it as high-fantasy, more mid-fantasy. The players are definitely better than your average villager. Something marked them out to stand up against the threat, or to break away from the constraints of their village. That I can live with. However, I don't want them to be super-powered, and thus I tended towards allowing a point-buy system, but with a balance that meant that if you wanted an 18 you would have to make some sacrifices elsewhere, and two 18s were not going to happen unless you wanted to be carried around in a palanquin.</p><p></p><p>My idea of a perfect starting hero would be to have stats around 17, 15, 13, 10, 10, 8. However, I also offer an improved stat increase with levels in my games: +1 every 2 levels gained, rather than every 4 levels. That gives you a character at level 8 (which I see as very powerful, the sort of person who is nationally known) with a stat range perhaps like so: 19, 16, 14, 10, 10, 8. At 20th level they could have the following: 22, 18, 14, 10, 10, 9 - and that is before any magic stat increases (which are likely to have added another couple of points).</p><p></p><p>Anyway, that is how I have tended to hang.</p><p></p><p>I think a flaw or slight weakness can aid a character, and can also allow a GM to play to it on very rare occasions. It helps the story and the uniqueness of the character.</p></blockquote><p></p>
[QUOTE="hewligan, post: 5412321, member: 19688"] I have GMed with some lowish stat characters, but generally the wisdom and charisma dump stats. The first ever game I played in I had a Gnome that was rolled the old fashioned way, and a 14 was considered a very good stat. I am half-way to agreeing with Morrus, except that in my games I don't play it as high-fantasy, more mid-fantasy. The players are definitely better than your average villager. Something marked them out to stand up against the threat, or to break away from the constraints of their village. That I can live with. However, I don't want them to be super-powered, and thus I tended towards allowing a point-buy system, but with a balance that meant that if you wanted an 18 you would have to make some sacrifices elsewhere, and two 18s were not going to happen unless you wanted to be carried around in a palanquin. My idea of a perfect starting hero would be to have stats around 17, 15, 13, 10, 10, 8. However, I also offer an improved stat increase with levels in my games: +1 every 2 levels gained, rather than every 4 levels. That gives you a character at level 8 (which I see as very powerful, the sort of person who is nationally known) with a stat range perhaps like so: 19, 16, 14, 10, 10, 8. At 20th level they could have the following: 22, 18, 14, 10, 10, 9 - and that is before any magic stat increases (which are likely to have added another couple of points). Anyway, that is how I have tended to hang. I think a flaw or slight weakness can aid a character, and can also allow a GM to play to it on very rare occasions. It helps the story and the uniqueness of the character. [/QUOTE]
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