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How do players perceive their stats? By this I mean, how does

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How do players perceive their stats? By this I mean, how does a player see the different numbers when they roll them up or add them to their character sheet? If we assume the standard D&D range of 3-18 with a baseline of 10, does an 8 feel as negative as a 12 is positive? At what point does a low score begin to significantly impact a player's appreciation for their character? With point-buy systems, is it best to err on the side of higher stats?
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>>52816962
An 8 feels more negative than a 12 does positive.
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>>52816962
As time's progressed, the group has adjusted the curve of the value to modifier down to 1 for 1 with the baseline being 10. A 10 is mod +0, where an 11 is mod +1. Inversely, a 9 is mod -1, and so on. Adjusting stat growth is easier for some systems than others obviously, but when the end result is whether or not you get a +3 or +4, simple is best. It's one thing modern D&D really needs to let go of.

>>52818268
fpbp
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>>52818332
So you're looking at distance from the average of 10, rather than moving up from 1 starting at -5?
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>>52816962
The first three aren't a problem. Those last 3 though? Players don't know what the fuck to do with those last 3. Preferable would be to remove them entirely.
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>>52818368
Int: Knowledge and Logic
Wis: Instinct and Experience
Cha: Force of personality and will.
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>>52818382
They are loosely the the mental versions of the physical stats. Int is your mental strength, Wis is you mental dexterity, and cha is your physical and mental con. Although the last one breaks down when you consider how it's used.
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D&D's way of handling stats is atrocious, for fully 2/3 of all characters the mental stats are effectively Roleplaying Taxes

Spend 2 points bringing Intelligence up to 10 so that people don't ask why your character can do anything more difficult than tie his shoes

Spend 2 points bringing Wisdom up to 10 so that people don't ask why your character knows not to eat strange mushrooms on the ground

Spend 2 points bringing Charisma so your character don't talk like dis an smell like shit


To make a fucking functioning human being you basically have to be shit at your actual job
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>>52818354
Basically. Most systems have the bottom anyone can (or should) put their lowest at an 8 anyways, so what does the rest of those values matter outside of systems where ability damage is a thing? A -2 is a healthy enough detriment at the end of the day anyways, and it makes a 12 feel decent enough to start with.

That said, we play in a way that each player is of equal value at the table both in and out of combat. Sure, the Bard might be a smoother talker than the Fighter, but having impressive muscle about can make it easier to be taken seriously, even if the Fighter isn't active for talks. Dignitaries shouldn't go to meetings without an armed escort, after all.
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>>52818441
Only if you're a filthy plebeian martial though. If you're a caster then you benefit from being not only a functioning human being, but you also get to be smart, wise, and charismatic to boot while still being the most influential force on the battle field.
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>>52816962
From my experience here is how players view stats.
>8 = shit
>10 = not shit
>12 = ok
>14 = good
>16 = good
>18 = where I really want to be
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>>52819095
If d20 would stop giving penalties once you put a stat at 9 or lower this mentality would shift slightly.
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>>52819095
From my experience
>8=shit
>10-11=average
>12-15=meh
>16-17=bare minimum required to play your class
>18-20=Ideal
And I say this as someone who rolled 12-14's across the board for a character of mine in the past, you can't do anything but spin your wheels until the character dies.
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>>52818410
It's more that int is str, wis is con, and cha is dex. Though yeah, there's a lot of bleedthrough.
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