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2020-03-20, 04:07 PM (ISO 8601)
- Join Date
- Feb 2019
Stronger point buy, thoughts and questions
So I was looking to homebrew some point buy stuff for 5E. I'm going to make it to where it is still capped at 15 for what you can buy. But increase it to around 32 or 34 points over 27. I was going to make them and the monsters a bit on the stronger side. Really get the epic explorer type feel. But I wanted insight of other GM and Players. Too much, not enough, should I just find other work around like a set stat point array thing like all players get a (18,16,14,14,12,8) to assign where they want.
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2020-03-20, 04:14 PM (ISO 8601)
- Join Date
- Jul 2014
- Location
- Avatar By Astral Seal!
Re: Stronger point buy, thoughts and questions
What I do for stat generation is this:
Pick six numbers, 3-18. These are your stats before racial mods. You may change them at any point before the game starts.I have a LOT of Homebrew!
Spoiler: Former AvatarsSpoiler: Avatar (Not In Use) By Linkele
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2020-03-20, 04:24 PM (ISO 8601)
- Join Date
- Feb 2019
Re: Stronger point buy, thoughts and questions
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2020-03-20, 04:27 PM (ISO 8601)
- Join Date
- Jul 2014
- Location
- Avatar By Astral Seal!
Re: Stronger point buy, thoughts and questions
I have a LOT of Homebrew!
Spoiler: Former AvatarsSpoiler: Avatar (Not In Use) By Linkele
Spoiler: Individual Avatar Pics
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2020-03-20, 04:50 PM (ISO 8601)
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- Feb 2019
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2020-03-20, 04:54 PM (ISO 8601)
- Join Date
- Oct 2013
- Location
- United States
- Gender
Re: Stronger point buy, thoughts and questions
You could make a stronger point-buy by bumping up the base stat to 10 instead of 8. That way, players can spend their points boosting their stats instead of getting most of them out of the negative modifier range.
Currently worldbuilding Port Demesne: A Safe Harbor in a Shattered World! If you have a moment, I would love your feedback!
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2020-03-22, 09:56 AM (ISO 8601)
- Join Date
- Mar 2020
Re: Stronger point buy, thoughts and questions
If you give more points you just get more straight good stats across the board, but that gets boring. If every stat is a 14-15, there’s no point in having stats at all, because everything is maxed for every character and there is no difference across the party.
Remember that D&D is not a solo game. You want differentiation across the party. An Int 20 Str 6 adventuring with a Str 20 Int 6 is more interesting than two Int 14 Str 14 hanging out because they need to shore up each other’s weaknesses.
If you want to spice things up, extend the caps upwards and downwards and allow higher max and lower bottom stats.
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2020-03-22, 12:54 PM (ISO 8601)
- Join Date
- Mar 2015
Re: Stronger point buy, thoughts and questions
For my players, I have both increased point buy *and* a feat at first level.
These are my thoughts:
* Feats can define the playstyle of a lot of characters. Sentinel, PAM, CBE, Warcaster, Spell Sniper, Sharpshooter all massively define how you play your character. Why do you only get such definition when you're almost Tier 2? Variant humans are popular for a reason. (Note: variant humans have a huge boost. If you give feats at first level, drop variant humans and boost basic humans. I gave them, essentially, 1 legendary resistance per rest.
* 27 points is perfectly adequate for any character; but if you're a MAD class, then you suffer more than the SAD class. Rogue only needs Dex. Wizard only needs Int. Fighter needs only Dex or Strength unless they're tanking, but that's still only two scores. Classes like Paladins and Monks need three decent stats. Giving more points in point buy means that MAD classes don't need to boost stats as badly, meaning they have more breathing room. And since SAD classes are, well, SAD, they can bump stats they don't need for roleplaying purposes.
* When I started DMing I was desperately terrified of accidentally TPKing the group at low levels. Making them stronger makes them tougher. As a DM I have all the tools I need to ramp up difficulty if I find I need it later, but I have much less worry about accidental deaths due to like 3 crits in a row. (I also learned the 'waves of baddies' trick, which is extremely useful when your players aren't challenged enough. I can let them kick ass, or I can say the baddies yelled for backup before succumbing to their wounds).
My players are definitely more powerful. I don't mind that at all. But since 16 is still the effective roof at first level, they still have room to improve, which is also important.
Hopefully this helps. My point buy is 33, IIRC.Avatar by the awesome Linklele!
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2020-03-23, 11:42 PM (ISO 8601)
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- Feb 2019
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2020-03-24, 12:31 AM (ISO 8601)
- Join Date
- Jul 2017
Re: Stronger point buy, thoughts and questions
If you want higher stats all around, either to support MAD builds or just to have supercharacters, you might as well lean into this idea. Give everybody one free ASI at first level and one bonus one at every fourth level on top of the normal ones built into leveling. If you want to support more unusual builds, you can make the bonus ASIs scale by character level instead of class level.
Personally speaking I'm a fan of using levels to boost power instead of just giving more stat points out the gate. A first level character with all 18s is nice, but the class features on a fifth level character give you more actual things to do. Starting at third or fifth once your players know the ropes is probably better than trying to make characters feel heroic at first when that's pretty deliberately peon level. (Read Tiers of Play in your PHB. 1-4 is called out as "effectively apprentice adventurers".) On top of that, I kind of like the characters having things they're average at or even things they're weak at to give them a reason to travel with characters with complementary strengths.