this post was submitted on 04 Oct 2025
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[–] jounniy@ttrpg.network 2 points 2 months ago (1 children)

I think the last one is not really necessary. Characters having flaws is part of the design philosophy. Martials actually have a small advantage here as it is easier for them to build around their most important abilitiescores.

[–] SuperNovaStar@lemmy.blahaj.zone 2 points 2 months ago (1 children)

Don't knock it till you try it. Making MAD builds more viable is really great for the game. Obviously characters will still have a couple low scores, but it's nice not to suck at everything except one thing.

[–] jounniy@ttrpg.network 1 points 2 months ago (1 children)

Okay. Giving it a second thought I think specifically giving them the ability to increase one of the mental stats may be a good idea, so long as the philosophy is that they can be as good at it as casters and not just not horrible. Maybe giving them the choice of boosting all ability-Checks and saving throws of one of those by 1 every ASI, but under the premise that this + the stat bonus doesn’t exceed 5.

[–] SuperNovaStar@lemmy.blahaj.zone 2 points 2 months ago (1 children)

You could just give players multiple ASIs, but they can't be applied to the same stat

[–] jounniy@ttrpg.network 1 points 2 months ago (1 children)

Or that. I think it stills leaves room for Shenanigans though.

[–] SuperNovaStar@lemmy.blahaj.zone 1 points 2 months ago

Of course, but it favors the RPer who just wants to be decent more than the minmaxer, since it encourages breadth not depth.