T O P I C R E V I E W |
jage |
Posted - 25 Jan 2008 : 03:43:13 The way I rolled my halfling I can either do: STR 13 +1 CON 14 +2
or
STR 12 +1 CON 15 +2
Since the modifiers are the same what would be the benefit of choosing one or the other?
The only things I can think of are: 7-20 lbs carrying capacity difference Either STR or CON will take only take a point to increase to the next modifier level, whereas the other will take 2.
I'm going to play a rogue.
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2 L A T E S T R E P L I E S (Newest First) |
jage |
Posted - 25 Jan 2008 : 04:31:09 I had originally envisioned a strong halfling and even considered switching to an elf, but I'm liking the idea of a less strong halfling because it will be more challenging for me to play- I'm an awful packrat and I like the idea of being restricted in equipment and having to rely on my roguish skills and feats (the whole concept is new to me).
I considered the CON/HP at 4th level, but I have an 18 in DEX (after racial mod) and I was thinking about putting it there. |
KnightErrantJR |
Posted - 25 Jan 2008 : 04:25:14 It depends on what ability you want to go up first. At 4th level one of your abilities will go up by one. If you put the 13 in Str, you can bump your Str to 14 and increase your bonus to +2 at fourth level.
On the other hand, if you take a 15 in Con, you can bump this up to 16 at 4th level. Not only will this give you a +3 bonus (mainly useful for fortitude saves), but it will give you an immediate boost of +4 hp, compared to your hit points if you don't take the con bonus.
Given that you are planning on playing a rogue, you will often be attacking when your opponent is flat footed, and trying to flank your opponent. Str is less important to your ability to hit than a straight up warrior type class, though it does give you a slight boost to your chance to hit and damage.
In general, I'd say you are better served at keeping Con high for when you do get hit so you can survive longer (plus the Con bonus isn't bad for when you run into poison traps, for example). If you invest feats in things like Weapon finesse and improved initiative, you won't need to rely on Str near as much to hit, and the bonus 1d6 potential sneak attack damage is likely to make up for a +1 bonus on damage from strength over the long run, when you manage to get in more sneak attacks.
On the other hand, is your character concept to have a strong halfling that happens to be skilled at roguish skills? If its just a matter of roleplaying, then by all means, assign the scores where they make the most sense for where you picture them "on" your character.
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