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Old 10-23-2018, 02:58 PM   #1
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, 03:09 PM   #2
Shostak
 
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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 10-24-2018, 04:01 PM   #3
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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, 05:22 PM   #4
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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, 05:46 PM   #5
larsdangly
 
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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, 09:38 PM   #6
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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, 10:51 PM   #7
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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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Old 10-26-2018, 12:49 PM   #8
Skarg
 
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Default Re: Fixing the Goblin loophole

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Originally Posted by larsdangly View Post
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'.
The benefit keeps going if the stat is IQ and you're a wizard, but it does make you probably not a good arena wizard, unless you team up with (or recruit) others including someone who will cast Aid on you.
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Old 10-26-2018, 09:59 PM   #9
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Default Re: Fixing the Goblin loophole

What is the market price for a bound greater wish?

My partial sim (with no pentagrams) says

IQ 17 wizards got an average of 8.0673 wishes

IQ 18 wizards got an average of 9.8662 wishes

IQ 19 wizards got an average of 11.3545 wishes

IQ 20 wizards got an average of 12.0312 wishes

IQ 21 wizards got an average of 12.6351 wishes

IQ 22 wizards got an average of 12.8179 wishes

IQ 23 wizards got an average of 13.0385 wishes

IQ 24 wizards got an average of 12.8281 wishes
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Last edited by hcobb; 10-26-2018 at 10:28 PM.
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