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Old 10-23-2018, 01:58 PM   #11
hcobb
 
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Default Re: Fixing the Goblin loophole

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Originally Posted by Skarg View Post
It would tend to, if you give out XP awards for combat and not for sitting through a session and roleplaying non-dangerous situations.
Super zappy staff at DX+3, 1d+2 that ignores armor and is used while defending anybody?
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Old 10-23-2018, 02:09 PM   #12
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Default Re: Fixing the Goblin loophole

I'd just nerf the staff instead of messing around with the goblin stats.
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Old 10-23-2018, 02:46 PM   #13
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Default Re: Fixing the Goblin loophole

The point being that if you don't start with IQ 18 then you need to find somebody to teach you all those high level IQ roll only spells.
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Old 10-23-2018, 04:36 PM   #14
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Default Re: Fixing the Goblin loophole

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The point being that if you don't start with IQ 18 then you need to find somebody to teach you all those high level IQ roll only spells.
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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Old 10-23-2018, 04:42 PM   #15
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Default Re: Fixing the Goblin loophole

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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).
Or you just go with my plan. ;)
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Old 10-24-2018, 03:01 PM   #16
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Default Re: Fixing the Goblin loophole

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Start Goblins with ST 6, DX 10, IQ 10 and six extra points.

This way the players are denied hyperintelligent starting wizard PCs.
As a general rule, I'd limit starting DX and IQ to 14 or less for all characters.
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Old 10-24-2018, 04:22 PM   #17
hcobb
 
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Default 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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Old 10-25-2018, 04:46 PM   #18
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Default 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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Old 10-25-2018, 08:38 PM   #19
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Default Re: Fixing the Goblin loophole

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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'.
Consider my starting limits an insurance policy. You don't have to buy it but I will.
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Old 10-25-2018, 09:51 PM   #20
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Default Re: Fixing the Goblin loophole

Best way to kill the hyperintellgent wizard is with an illusion of a gargoyle that engages her in HTH before she has a chance to disbelieve.
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