10-23-2018, 02:09 PM | #12 |
Join Date: Oct 2015
Location: New England
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Re: Fixing the Goblin loophole
I'd just nerf the staff instead of messing around with the goblin stats.
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10-23-2018, 04:36 PM | #14 |
Join Date: May 2015
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Re: Fixing the Goblin loophole
And you get to not pay 500 XP per talent/spell point you start with (plus another 500 XP for each level of Staff spell you don't have to upgrade to).
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10-23-2018, 04:42 PM | #15 |
Join Date: Sep 2018
Location: North Texas
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Re: Fixing the Goblin loophole
Or you just go with my plan. ;)
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“No matter how subtle the wizard, a knife between the shoulder blades will seriously cramp his style.” -Vladimir Taltos |
10-24-2018, 03:01 PM | #16 |
Join Date: Dec 2017
Location: behind you
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Re: Fixing the Goblin loophole
As a general rule, I'd limit starting DX and IQ to 14 or less for all characters.
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Miranda Warning: Anything you say can and will be used against you in a forum of rules-lawyers. |
10-24-2018, 04:22 PM | #17 |
Join Date: Aug 2004
Location: Pacheco, California
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Re: Fixing the Goblin loophole
Another thing that would help would be to change the resting rules to:
A figure regains a third of their base ST in fatigue for each hour's rest. So a ST 6 figure only regains a point of fatigue every 30 minutes.
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-HJC |
10-25-2018, 04:46 PM | #18 |
Join Date: Dec 2017
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Re: Fixing the Goblin loophole
I don't see a compelling reason to impose limits other than those already implied by the character generation rules. The telling observation is how rarely people choose to make super extreme PC's. Anyone who has a crazy high value in one stat has two other equally important stats that are terrible. Plus the benefit to you of a high stat diminishes sharply above 14 or 15. Anyway, I have yet to see a player show up at the table with a super weird 'build'.
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10-25-2018, 08:38 PM | #19 | |
Join Date: Dec 2017
Location: behind you
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Re: Fixing the Goblin loophole
Quote:
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Miranda Warning: Anything you say can and will be used against you in a forum of rules-lawyers. |
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