Sacrificing an attunement slot for a couple of attribute points makes you better at low level but worse at high level (good chance attunement slots won't be a meaningful limitation before tier 3, by which time you're at 20 in your main stat even with a regular array so the attribute points matter less), so you're making a bet about campaign duration, which isn't the type of tradeoff I'd encourage.
In a campaign I'm in we allowed 4 points (for point buy) on a feat. Most people didn't use the option, though I did.
Have never experimented with any such system, but I could see reasons to offer it. Feels like it could be a decent way to let people choose their emphasis or relieve MADness issues with certain classes.
Perhaps a choice between your listed Heroic Array and Standard Array + Feat - pick between Big Numbers Man or Cool Ability Man. Operating on the assumption that it's okay to allow players an extra edge at start, which I typically do. Classes like monks, barbarians and blood hunters could take the Hero numbers to relieve their MADness, or players that like Big Numbers more than Cool Abilities. Meanwhile everybody else can have a background feat that helps them cement their character build from the start instead of having to wait a few months for level 4.
With Rolling, the player would presumably either roll [3d6 or 5d6kh3] or roll [4d6kh3 ] and add/subtract an appropriate amount.
What kind of trade-off options would you consider, and what could be some possible unintended side effects?
Possibilities: Leveling speed (±25%), Gain/Lose a Saving Throw Proficiency, Resistance/Vulnerability
The last two point systems you are describing are very very campaign specific. I run a game where magic items are relatively scarce, and any item with a command word needs attunement. So my players would have to think long and hard about using either of those, as one hurts them at low level, the other at higher levels.
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Who has tried variant Stat Generation option to allow players to trade for better or worse stat arrays? (Or modified Point Buy/Rolling)
For Example:
Standard Array: [15, 14, 13, 12, 10, 8]
Heroic Array: [17, 16, 13, 12, 10, 8] --> Lose (1) Attunement Slot
Gritty Array: [13, 12, 13, 12, 10, 8] --> Gain (1) Attunement Slot
With Rolling, the player would presumably either roll [3d6 or 5d6kh3] or roll [4d6kh3 ] and add/subtract an appropriate amount.
What kind of trade-off options would you consider, and what could be some possible unintended side effects?
Possibilities: Leveling speed (±25%), Gain/Lose a Saving Throw Proficiency, Resistance/Vulnerability
Sacrificing an attunement slot for a couple of attribute points makes you better at low level but worse at high level (good chance attunement slots won't be a meaningful limitation before tier 3, by which time you're at 20 in your main stat even with a regular array so the attribute points matter less), so you're making a bet about campaign duration, which isn't the type of tradeoff I'd encourage.
In a campaign I'm in we allowed 4 points (for point buy) on a feat. Most people didn't use the option, though I did.
Have never experimented with any such system, but I could see reasons to offer it. Feels like it could be a decent way to let people choose their emphasis or relieve MADness issues with certain classes.
Perhaps a choice between your listed Heroic Array and Standard Array + Feat - pick between Big Numbers Man or Cool Ability Man. Operating on the assumption that it's okay to allow players an extra edge at start, which I typically do. Classes like monks, barbarians and blood hunters could take the Hero numbers to relieve their MADness, or players that like Big Numbers more than Cool Abilities. Meanwhile everybody else can have a background feat that helps them cement their character build from the start instead of having to wait a few months for level 4.
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The last two point systems you are describing are very very campaign specific. I run a game where magic items are relatively scarce, and any item with a command word needs attunement. So my players would have to think long and hard about using either of those, as one hurts them at low level, the other at higher levels.