"Everyone ends up with the same numbers." That being said, your friend's argument falls flat on its face when you consider that the same argument is often used against point buy systems in the first place. Whether you apply your 10 point spread first or your racial mods, the end result will be the same. I don't really see why specifying an order of operations is necessary here. Of course, if anyone has had more experience with the Starfinder rules and can clarify something I may have gotten wrong I will edit the post to reflect this. Keeping in mind that there's a lot we still don't know about Starfinder, I'd love to know your impressions. The bottom line, however, is that stat economy is going to be very different in Starfinder. I think both points of view are valid, and our discussion could probably boil down to flavor vs optimization at its core. At the end of the day a 14 or a 15 to start in DEX will always provide the same benefit, assuming you spend a point to increase that ability score every time you can. He mentioned that there's basically no strategy behind leaving a stat at an odd value, like you might be inclined to do in Pathfinder. Our discussion was theoretical since neither of us have held a physical copy of Starfinder, but he argued that essentially all stats across all characters will look very similar. My friend didn't like the system because of the homogenization. It also allows you to make a fighter/soldier with a high charisma, for example, because you want to without necessarily hurting your ability to do your main thing. MAD classes in Pathfinder tend to require more item support to be capable of performing in the same way as less MAD or SAD classes, assuming they ever quite catch up. I said I liked the system because it has the potential to make more builds possible. My friend and I fell into two different camps. I assume it's the former, but I'm not basing that off of anything specific. Right now I don't know if those ability score increases all have to be spent on different attributes or if they can all be spent on the same attribute.Scores at 17 or more are only increased by 1 for each of these increases applied to them.Scores at 16 or less are increased by 2 for each of these increases applied to them.In their blog post about cybernetics, we learn that at 5th level and every 5 levels after you are given four ability score increases. No ability score can start higher than 18.Increases are 1 to 1 regardless of the rank in the skill (so no more diminishing returns). Spend 10 points to increase your attributes as you choose.
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