Optimization of PC Stats

Optimization in a skill based system like Scarterra d10, if different from optimization in a level based system like D&D or Pathfinder.   To define terms, optimization is the process of making a character as powerful or effective as possible. An optimizer is someone who prioritizes optimization over other aspects of character building.   I have met few if any players of skill-based RPG system that I would say "That person is an optimizer" or that "person is not an optimizer", but about everyone tries to do some optimizing for their characters. I think its a sliding scale with a matter of degrees. It's a continuum with shades of grey. Some players make characters with lots of optimization and very little flavor and some make characters with lots of flavor and little optimization. The same player can make a heavily optimized character for one campaign and then make a heavily flavored character.   When assigning initial dots or spending experience, If you are not optimizing your character's effectiveness, than you are optimizing your characters flavor or characterization.    

Optimization for Individual PCs

   

Bad Idea #1: I want to fill every dot in!

 
Screen Shot of character sheet 1.4 by Me
 
If your goal is to eventually have five dots in every attribute, the mathematically more efficient route is to take as many ● attributes and ●●●●● attributes. If you take ●●● in every attribute, it will cost you more to max them all out than it will cost to raise your ● ratings.   First off, I believe Game Masters should not allow players to start out with more than one max rating at character creation barring extenuating circumstances.   Second off, the longest running games I've ran or played in and have given near enough experience to max out every attribute, even if the players put all their experience points into attributes. This pie in the sky is unachievable.   It's nice to fill in new dots on a character sheet, but true roleplaying satisfaction is from having fun doing things. What your character succeeds or fails at is more exciting than what dots you have which just represent unrealized potential.
by Me with Midjourney
 

Bad Idea #2: I want to have no weaknesses!

 
This is a lot more achievable than literally filling every dot on your character sheet. If you don't take any magic or rare ability, and you take a couple flaws, it's mathematically possible to take a 3 dots in every attribute and one dot in every ability.   This means you can have at least four dice in every dice pool. Your character would have no weaknesses, but also no strengths. RPGs are about accomplishing heroic deeds and it's very hard to be heroic with only four-dice pools. This is called a Painfully Average character.
Screen Shot of character sheet 1.4 by Me
  You can play a character is a Jack-of-All Trades sort of character and be an effective character as long as you aren't trying to be good at literally everything. You can make a starting character can be fairly effective at five or six things without tying your dots in knots.  

Mistake #3: The One trick pony

 
For an extreme example, let's say your Game Master lets you have two maxed out traits at character creation, you can start with a ten dice pool at sometime. Let's run with Dexterity + Melee, then throw a specialization in the characters favorite weapon, lets say battle axe. You could have eleven dice when attacking with a battle axe. And lets your character's strength is four, you can do a base damage of 10 dice on a minimal hit with your crazy high attack pool, will probably get bonus damage most of time. Make you could take four dots in Archery and take a specialization in low bows. Now you are attacking at 11 dice in melee and 10 dice in ranged combat.   Great, you are a perfect killing machine. Now what?   Whatever your amazing one-trick is be it combat, lying, academics, healing, detection, etc at some point your character is going to have to exist in the story while not doing their favorite thing. Your character may or may not be bored during these times, but you as a player are almost certain to be bored.
  Another more insidious downside is when you are already maxed out at your favorite thing, you have no room to grow in your favorite thing. Though you can grow by picking up a second or third thing.   Speaking of which, I strongly suggest that you try to make your starting characters good at at least two or three different things. Don't just be a great swordsman, be a bounty hunter or investigator. You use your detective skills to find the perp and then use your fighting skills to beat them up. You can participate in a lot more stories that way than being a pure killing machine.   All things considered though, making a one-trick pony is a much smaller sin than Bad Ideas #2 and #3 because a team of one-trick ponies can be fairly effective as long as they don't all have the same trick.  

Basic Optimization

 
Just about everything in ScarterraD10 uses an attribute + ability. In theory, any attribute can become paired with any ability, but in practice most abilities are usually paired with the same attributes and over and over again.   In rare instances, you might roll Perception + Melee to assess someone's fighting style or Charisma + Melee to teach someone combat, but 99% of the time Melee is paired with Dexterity, because basic melee attacks use Dexterity + Melee.   Empathy is usually paired with Charisma or Perception. Alertness is usually paired with Perception or Wits.
  If you want to be good at defeating enemies with with a sword, you should take take as much Dexterity and Melee as GM will allow you and then take a specialization in "swords". Probably take at least three dots of Strength and Stamina because that will indirectly impact how hard you hit and how long can keep swinging.   If you are playing a theurgist, your divine spheres determine what magic you can do, and each one uses a specific attribute + abilty combination. You can spend lots of freebie points to get lets lots of dots of spheres so you have lots of magical powers or you can take a few dots of divine spheres and uses freebie points to max out the relevant attribute + ability so you can use a few magic powers very well. The latter approach is generally more optimized, all things considered. For more details, check out So you want to play a theurgist?   If you are playing a mage, every single spell has it's own mundane attribute tied to the casting abjuration. So Protection uses Charisma + Abjuration, Alarm uses Perception + Abjuration, and Shield uses Dexterity + Abjuration.   Abjuration is all over the place with attributes, but most schools of magic rely heavily on a small number of attributes. A majority of Enchantment spells uses Charisma or Manipulation so if you want to be an optimized Enchanter you should put lots of dots in Charisma and Manipulation. For more details and examples, check out So you want to play a mage?.   If you want to be good at reading people, you load up on Perception AND Empathy and take an Empathy specialization in "falsehoods" or "assessing character". A good Charisma and Manipulation capitalize on the what you learn. An optimized nerdy character should pair his dots in lore related abilities with high Intelligence score.   Essentially the stuff you want to be good at doing, make sure you have a high rating in the relevant and the relevant ability.   Check out So you want to play a warrior? and So you want to play a Rogue/Expert? for more specific optimization strategies.   What if you are not optimized this way? Why would anyone do that for their character?  

The Advantages of a non-optimized character

 
If you want to be a great warrior, you should take a high Melee score and high physical attributes. What if you have a high Melee score and underwhelming physical attributes. Why would you do this?   To tell a story, that's why!   Lets say your character has Melee ●●●● and Archery ●●●● and Athletics ●●● and Brawl ●●● but only have ●● in all three physical attributes. This means your character is not as physically blessed as other warriors, but through grit and determination, she trained her butt off to be the best damn soldier she could be. That'd make a good movie, right?
Moulan Screenshot by Disney Studios
  Everyone likes a scrappy underdog. You have more backstory and roleplaying options for a woman tenaciously clawing her way up from the bottom than from a woman who is born awesome.     This scrappy underdog motif is not limited to physicality. An optimized Enchanter has has several dots in Enchantment and high ratings in all three social attributes. What if you have a character with lots of Enchantment magic and underwhelming social attributes?   Perhaps your character was a socially awkward wallflower who turned to magic to make up for his social short-coming not realizing that it would probably taken less time and effort to just put out their socially than it would have been to pour over magic tomes for hundreds of hours. Such a man would probably try to use magic to solve every problem and it would be a character growth arc to learn to act in the world without magic.    

Backstories and Logical Trait Choices

  You don't have to view your character's background and backstory as a straight jacket but they can help you assign a few dots, even if its not crucial to your core character concept. It's always fun when one of these background abilities ends up being situationally useful.  
Every PC ever: "Mom, Dad, I don't want to be a farmer/blacksmith/fisherman/housewife/tailor/physician/merchant of cabbage, I want to be an adventurer!"
  It is possible that your character is "THE CHOSEN ONE" and was groomed for greatness from birth, but the vast majority of PCs did not initially set out to be adventurers.   Your parents probably pushed your character to learn a boring non adventerous trade. Even if your character ran away screaming from their old life at the first opportunity, she probably has a couple dots related to the path her parents wanted for her.   A son or daughter of farmers is almost guaranteed to have a dot or two of Hearth Wisdom, Animal Ken, and Athletics. Commerce, Crafts, Survival, Medicine, and Empathy are highly likely, at least a dot.   A son or daughter of nobles is almost guaranteed to have a least one dot of Etiquette and Politics. Melee, Expression, Subterfuge, Empathy, and Leadership are highly likely, at least a dot.   Even if you grew up as an orphan on the streets, you are going to have a couple dots of traits that a street rat is likely to learn such as Alertness, Brawl, Stealth, and Subterfuge. Even someone literally raised by wolves is going to have pretty good ratings in Animal Ken, Athletics, and Survival at least.   There are cultural norms too. In Kantoc, pretty much every adult is expected to be able to ride a horse. In Meckelorn, pretty much every adult is expected to know how to fire a crossbow. Most elves have at least one dot of History. Most satyrs have at least one dot of Performance. Most gnomes have at least one dot in Etiquette.   Some abilities are frequently paired together. It is unusual but not unheard for a character to with lots of Melee or Archery to not have at least one dot of Brawl and Athletics because this kind of play is commonly encouraged for young children before they are old enough to be given actual weapons.   It is unusual for a character with a couple dots of Commerce to not have at least one dot of Seneschal and visa versa since buying and selling things is tightly linked to managing assets. It is unusual for someone with several dots of Survival to not have at least one dot of Hearth Wisdom and Athletics. It is unusual for someone with several dots of Medicine to not have least one dot of Hearth Wisdom.   What about your character's core personality? Compassionate people usually have at least one dot of Empathy. Mean people usually have a dot of Intimidation. Paranoid people usually have a dot of Alertness. Those who idolized heroes growing up, probably have a dot of History. Creative people usually have a dot of Expression or Crafts. Curious people usually have a dot of Investigation.   Characters can have hobbies and interests that seem unconnected to the rest of their character and that's fine. People are complex. Just because you are a son of farmers that against all odds became a great warrior, it doesn't mean you can't also dabble in writing poetry or making wood carvings.      

Balancing Optimization and Flavor

    An optimization trait choice is anything that answers the question "What makes my character effective?" and a flavor trait choice is anything that answers the questions "What makes sense for my character?"   You can do both. You should try to do both. If it makes sense fir your character backstory suggests that your character is very good at X, by all means be good at X.   Ability Specializations are highly encouraged because they add flavor AND help optimization by showing what your character prioritizes.   As a player during character creation, I would recommend that you should have at least two or three things you are good at and three or four things you aren't bad at. That is what I as a Game Master consider a relatively balanced assortment of abilities.   Mathematically speaking, when it comes to starting level PCs I would say a 6 or 7 dice is "good" and four or five dice is "not bad". Of course the ceiling is eleven when you factor in a specialization bonus die so you can always shoot for "great", but that's recommended you get that later with experience points.   PCs are a cut above normies. For most ordinary villagers, 5 or 6 dice is "good" and three or four dice is "not bad".  

Optimization for PC Parties

 
Popular Meme based on Xena warrior Princess television show
Tabletop RPGs rely on team play. One PCs strengths can cover another PC's shortcomings, and a group of PCs supporting each other is far stronger than they are as individuals. This almost goes without saying.   Party Balance is certainly worth considering during Session Zero and beyond, but not to such an extreme that it completely overrides individual choice.
 

The imaginary checklist

 
Different RPG campaigns focus on different things, but assuming a "balanced" campaign of Scarterra of d10, here are things that you usually want to have in your party.   Most of the traditional party roles of a D&D party or MMO adventuring party apply here but not all of them. It is difficult to make a "tank" or "damage sponge" in a skill based system such as ScarterraD10 because surviving damage is based more on the quality of your gear than the quality of your character traits.
  With all these niches, you are probably to cover everything with a subject expert, but at least aim for someone who is "not bad" at the category in question.   Front Line Fighter: It's good to have someone who is good at hitting things and causing them to fall down. Dexterity + Melee is the baseline here, but a good Brawl rating and high strength score is very helpful. Front Line Fighters frequently have a few dots of Intimidation as a by-product of their life's calling.     Ranged Fighter: A character with a bow and a good rating in Dexterity + Archery is good start but there are a lot of spell-casters with powerful attacks. In most cases, the Archery or Athletics is used to aim magical ranged attacks so if you have a spell-caster learning attack spells, they might as well to learn to show a bow while they are at it.     A respectable party face: A respectable face definitely wants good rating in Charisma and Etiquette. Expression is probably useful. Leadership, Empathy, and Performance are situationally useful and a good Appearance score helps too.    
A party snake: A proper snake has a high rating in Manipulation and Subterfuge. A couple dots in Empathy, Etiquette, Expression, Performance and Intimidation are not a bad idea as is having an above average Wits score. A good Appearance doesn't hurt when running a con.     A party Sneak: Dexterity + Stealth is the norm for moving about unseen. Wits + Stealth is the norm for hiding in plain sight. Subterfuge, Legerdemain, Investigation, and Athletics are handy for Sneaks depending on why you want to sneaky. Frequently Sneaks are paranoid about other Sneaks so a few dots of Alertness are not a bad idea.
Neffrey the tengku warlock by Eron12 with Heroforge
    A Perceptive Person: Someone in the party should have a good Perception + Alertness pool so he or she can point out things things to the rest of the party. Whether you are crawling through dungeons or at a royal masquerade ball, it's helpful to have at least one party member who can notice things. Noticing things is usually Perception + Alertness. Finding things while searching is usually Perception + Investigation and reading people is usually Perception + Empathy. Having a good Wits score is handy so you can act quickly on what you see.     A Travel Guide: Unless your party is limited to one localized setting, you are probably going to trek across the wilderness at some point. A single dot of Survival and Ride is probably sufficient if are sticking to roads and staying at inns, but if you want to go cross-country, you want someone with a very good rating in Survival. If your party is going on sea adventures, you probably want at least party member with a couple dots of Sailing. Whether at land or sea, it's helpful but not strictly required if the travel guide has a good Perception and Intelligence scores. Hearth Wisdom helps surprisingly often in survival situations.     A Party Healer: It is useful to have a theurgist with Healing ●●●. It is also useful to have a theurgist with Purification ●●●. It is noteworthy that in level based RPGs and MMOs, many view playing the party healer as a chore. It does not have to be so. You can easily be a theurgist that has Healing ●●● and does other useful and interesting things too.   Even then, potions of Healing and Purification are relatively easy to buy in Scarterra so a party can get by with just potions if they are careful. Even without potions or a theurgist healer in the party, it's not the end of the world if you have to rely on Natural Healing Times because it's fairly uncommon in ScarterraD10 to have continuous fights back-to-back. A couple dots in Medicine and Hearth Wisdom can be helpful even without magic backing them up.     Party Nerd: Characters with History, Theology, Politics, Enigmas, History, Medicine and/or Hearth Wisdom provide a handy excuse for GMs to give the party useful hints and clues. A high Intelligence score lets a character gets maximum mileage out of these types of abilities.   Rare abilities are pretty niche but when they come into play, they really come in clutch. Disable Device is usually paired with Dexterity and Use Magic Device is usually paired with Wits, but most Rare abilities rely on Intelligence. Arcana useful for a character pulling obscure lore on monsters and supernatural anomalies and Spellcraft is useful for figuring out "What in the Void did he just hit us with?"  
by Eron 12 with Hero Forge
Alchemy is most famous for creating concoctions to make things burn fast, but it can do all sorts of useful things in the hands of a creative player. Check out the side bar entries for this articlefor a representative sample of what alchemy can do.   You can always hire an alchemist to make something for you or hire a sage to answer your scholarly question but this costs time and money. And if you are doing something sneaky and/or illegal with your scholarly knowledge and/or alchemical mixtures, it's better to keep that sort of thing in-house.
    Magical Support: It would be beyond the scope of this article to cover everything you can do as a mage or theurgists. I will point out that Scarterrad10 has relatively few magic abilities that directly damage enemies. The majority of adventurer-friendly spells give allies bonus dice (buffs) or give enemies penalty dice (hexes). You can sort of approximate this with poisons, alchemical mixtures, and potions, but it's nice to have a caster to cover this niche with active spells on the fly.   Magical Support can also provide "crowd control" with minions if one of the casters can summon spirits, create undead or golems, or command the loyalty of beasts.     Counter Magic: Arcane Abjurers with Dispel Magic and theurgists with Purification are handy at removing buffs and hexes that the other side casts. If you don't have someone with this magic in your party, you can cover this niche with conventional potions and potion grenades assuming you have something with a good Dexterity + Athletics pool to throw the potions accurately.     Party Scrounge: At some point the PCs are going to end up with treasure that is valuable but not immediately useful. You want to find a buyer willing to offer a good price. At some point a PC is going to want a rare, probably magical item and you will need to seller willing to offer a good price.   It's useful to have someone in the party with a high Commerce rating. Manipulation + Commerce is used for haggling, but Commerce can do a lot more than that. If you want a hard to find item, you might have to roll Intelligence + Commerce to deduce where to find the item (or find the buyer for your item), or you can ask around and make introductions with Charisma + Commerce. If the item in question is illegal or restricted, a couple dots of Politics or Subterfuge would not be amiss.   If you don't have a party scrounge you'll survive, you'll just end up paying more for gear and getting less when you liquidate your treasure.  

You don't have to have EVERY niche covered

  It's good to try to have different party niches covered by different characters and by extension, different players, but you as a Game Master or a fellow player should never pressure another player to take on a character niche they are uninterested in. Apply the pressure if and when a character is on the fence about where to put some extra dots and doesn't have a strong opinion on what to do with some extra dots. Then it's an okay idea to say, the party can uses a _______.   Still, it's also okay to not have something. In my long history of roleplaying, I've seen parties get by without a ______ many times. Adventures are often about solving problems and overcoming obstacles. In this case, one obstacle could be "Our party doesn't have a ______!"  

Redundant Characters that are Redundant

  It doesn't hurt to have more than one character on the same niche, especially if the niche is a cornerstone of RPGs , or at least the RPG campaign you are currently playing. Two warriors is better than one, and three is better than two. At least when it comes to defeating your enemies. Even if your character isn't the party warrior, you cannot always hide behind the party's warrior. You at least want to take a couple dots in Dodge or take a dot or two of Melee with a specialization in "parrying" so you can not immediately go down like a sack of potatoes when your enemies finally do attack you.   Two social snakes can run more elaborate cons than one. Two respectable socialites can be twice as charming as one. Two nerds can find more answers, and so on and so forth.   If an RPG campaign is going to focus on a specific type of story or adventure, that can lend itself to wanting to double up on roles that are likely to be extra important. This is why Session Zeros are so important.   Assuming four PCs, you can probably get by with one noncombatant PC in a combat heavy game, hiding behind the warriors, but it would be difficult to protect two non-combatants consistently, and three would be almost impossible. In a politics heavy game, the party as a whole can bluff there way through if one party member "doesn't talk much" but it will be sufficient if a party of four in a highly social setting only has one talker in it.  
1894 Three Musketeers Illustration (public domain) by Auguste Maquet
Speaking of redundant characters, I like to use the example of The Three Musketeers by Alexandre Dumas a lot. Not just because I haven't read a lot of classic literature, so the few I've read stand out but it applies to RPGs. If D'Artagnan, Athos, Aramis, and Porthos are all distinct characters in terms of personality and goals, but if they were RPG characters, their stat lines would all be very similar. A party full of redundant characters can still tell a timeless story.   Do not forget that your character is more than sum of his or her dots.
 

Building the Plane as We Fly it

  If in the first session, or even the first couple of sessions, its clear that you forgot something important or suddenly realize something on your character sheet doesn't make sense, the Game Master can and probably should let you slide some dots around yoru sheet if it makes your character better, however you define "better".   Assuming you aren't playng a one-shot, if your character has a short-coming or the party as a whole has a short-coming, you can always spend a few experience points to buy new dots. Since ScarterraD10 is a skill-based system and not a level based system, you have no railroad tracks determining the direction of your character's advancement, the sky is the limit.   It can be interesting to look at an advanced character and see how it actually progressed versus how the player intiallyexpected it to progress.


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