Recommend me a standard array


Advice


I like most things about PF2 but for the beginner players I'll be running it for, the 'life path' style ability scores are too convoluted & back & forth. Nor do I want the randomness of rolling ability scores.
So I'm after a standard array that evens out to exactly what you'd expect from the default method. I'm going to exclude all the Boosts & flaws EXCEPT the ancestry ones. I'd like to allow players to play against type with Ancestries ie Gnome Fighter etc.
I'm going to give the same array to all players, then let them use the Boosts & Flaws from their ancestry.
What do you recommend ?


I don't find the ABC method convoluted at all, but YMMV.

Let's see...

+2 for class, Two +2's for Background, 4+2's for level...

16, 14, 12, 12, 10, 10. They can get an 18 in their primary stat if they wish, or they can round out their other stats.


Phntm888 wrote:

I don't find the ABC method convoluted at all, but YMMV.

Let's see...

+2 for class, Two +2's for Background, 4+2's for level...

16, 14, 12, 12, 10, 10. They can get an 18 in their primary stat if they wish, or they can round out their other stats.

I agree, in itself it's not too convoluted but as part of the character creation process with 1st time players (and probably via e-mail) it's just some complexity I can skip. I'm basically going to give them that great summary page in the core rulebook & let them pick Class & Ancestry, then move straight onto Background (minus the boosts).

Plus I've always preferred standard array, even in PF1, it's just how I like to do things. (Heroic NPC is what I always used)

Anyway, thanks, that looks like a good array to use, they will end up being able to make any Class/ Ancestry combo.


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18, 16, 12, 12, 10, 10 if human.

18, 16, 14, 12, 10, 8 if anything else, with the 8 being the flaw.


Kyrone wrote:

18, 16, 12, 12, 10, 10 if human.

18, 16, 14, 12, 10, 8 if anything else, with the 8 being the flaw.

What's your reasoning for baking in the difference between human & non-human, out of interest ?

I know it comes out the same at the end, is it just for simplicity, to eliminate the flaw ?

Because I wanted to preserve the 'flavour' of the ancestry flaws but let them use the boosts to 'buy' out of the Ancestry Flaw.
Or, in other words, I don't want to let them choose the ability their Flaw is in.


graeme mcdougall wrote:
Kyrone wrote:

18, 16, 12, 12, 10, 10 if human.

18, 16, 14, 12, 10, 8 if anything else, with the 8 being the flaw.

What's your reasoning for baking in the difference between human & non-human, out of interest ?

I know it comes out the same at the end, is it just for simplicity, to eliminate the flaw ?

Because I wanted to preserve the 'flavour' of the ancestry flaws but let them use the boosts to 'buy' out of the Ancestry Flaw.
Or, in other words, I don't want to let them choose the ability their Flaw is in.

The difference between Human and non Human is because Human gets 2 floating boosts, ancestry gets two fixed boosts, a floating boost, and a fixed flaw. So unless you used the floating boost to cancel the flaw you end up with a different array.


Edge93 wrote:
graeme mcdougall wrote:
Kyrone wrote:

18, 16, 12, 12, 10, 10 if human.

18, 16, 14, 12, 10, 8 if anything else, with the 8 being the flaw.

What's your reasoning for baking in the difference between human & non-human, out of interest ?

I know it comes out the same at the end, is it just for simplicity, to eliminate the flaw ?

Because I wanted to preserve the 'flavour' of the ancestry flaws but let them use the boosts to 'buy' out of the Ancestry Flaw.
Or, in other words, I don't want to let them choose the ability their Flaw is in.

The difference between Human and non Human is because Human gets 2 floating boosts, ancestry gets two fixed boosts, a floating boost, and a fixed flaw. So unless you used the floating boost to cancel the flaw you end up with a different array.

Ah, I see. I specifically want to allow the Floating Boost to be used to cancel the Flaw, if the player wants. So I'll probably keep the array the same for human & non-human.


Kyrone wrote:

18, 16, 12, 12, 10, 10 if human.

18, 16, 14, 12, 10, 8 if anything else, with the 8 being the flaw.

This is the best array if you want to have the highest possible starting attribute boni and especially good for classes that only need a few but high attributes, especially when it comes to competitive play.

Depending on class, the playstyle of your GM and group, and on personal preference other arrays are also viable.

Having said so I would not recommend to give the same array to all players as some classes can really do well with more evenly distributed attributes.

That is, unless you play a generic group of Fighter, Rogue, Wizard and (cloistered) Cleric, all of which do well with the maxed out array.

Edit: Also please keep in mind that the 18 has to be the prime stat(s) of the class, i.e. you can't have a Fighter with an Intelligence of 18 because the Fighter bonus is on Strength or Dexterity.

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