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So, I may be coming from a very different space in the hobby (I tend to play very narrative games like Dungeon World, Burning Wheel, and Fate), but some thoughts:

  • I agree with some of the earlier posters that thisThis low stat should have been discussed earlier and either i(1) the player could have embraced it as an interesting character dynamic and thus no problem or ii(2) the stat could have been altered or character re-rolled at the get go. But then, shoulda, coulda, woulda... 

  • just letLet the warlock raise his stat if it is a big balance problem. IMHO contriving a magical item just for him that makes his mod +2 is equivalent to just letting him raise his stat. Doing it that way is also a bit of DM fiat. Letting him raise the stat would probably involve some group chat that leads to table consensus in a way that does not happen through a DM's magical item executive action. 

  • youYou should probably just be talking to your players about this. What do they think you should do? How does the warlock player feel? What do the rest find as an acceptable fit to make the game work? What is your collective table intent, to stick to the rules like fervent petitioners (which can be awesome, and in which case I say ride on squishy warlock, you are an inspiration to us all!) or to build a story about heroes that sometimes requires a bit of collectively-agreeable mechanical editing to make sure the stats give foundation of heroism? Role playing is just a big conversation, so get talking!

  • asAs a side note, I would love the shit out of playing the squishy warlockewarlock. Why is he so sickly? Perhaps his family was cursed, and there is a plot line to seek alleviation of the curse? Maybe he has Goblin Consumption and must seek the only "doctor" skilled enough to heal him, an evil necromancer! All the while before he is healed he has to RP it, wheeze a lot, always be falling behind, show caution and fear in combat. Sounds great to me. Again, all of this is a broader conversation with the table, but weakness is the font of creativity IMHO. 

  • EDIT ADD: asAs for the rogue player, is he being cool or a dick? If he is playing in character, and is aligned with table intent (i.e. everyone else thinks him nabbing the thing is cool), then awesome. If he is just being contrary and the group generally thinks it's a little lame, that's a "hey man, be cool" kinda conversation. 

So, I may be coming from a very different space in the hobby (I tend to play very narrative games like Dungeon World, Burning Wheel, and Fate), but some thoughts:

  • I agree with some of the earlier posters that this low stat should have been discussed earlier and either i) the player could have embraced it as an interesting character dynamic and thus no problem or ii) the stat could have been altered or character re-rolled at the get go. But then, shoulda, coulda, woulda...

  • just let the warlock raise his stat if it is a big balance problem. IMHO contriving a magical item just for him that makes his mod +2 is equivalent to just letting him raise his stat. Doing it that way is also a bit of DM fiat. Letting him raise the stat would probably involve some group chat that leads to table consensus in a way that does not happen through a DM's magical item executive action.

  • you should probably just be talking to your players about this. What do they think you should do? How does the warlock player feel? What do the rest find as an acceptable fit to make the game work? What is your collective table intent, to stick to the rules like fervent petitioners (which can be awesome, and in which case I say ride on squishy warlock, you are an inspiration to us all!) or to build a story about heroes that sometimes requires a bit of collectively-agreeable mechanical editing to make sure the stats give foundation of heroism? Role playing is just a big conversation, so get talking!

  • as a side note, I would love the shit out of playing the squishy warlocke. Why is he so sickly? Perhaps his family was cursed, and there is a plot line to seek alleviation of the curse? Maybe he has Goblin Consumption and must seek the only "doctor" skilled enough to heal him, an evil necromancer! All the while before he is healed he has to RP it, wheeze a lot, always be falling behind, show caution and fear in combat. Sounds great to me. Again, all of this is a broader conversation with the table, but weakness is the font of creativity IMHO.

  • EDIT ADD: as for the rogue player, is he being cool or a dick? If he is playing in character, and is aligned with table intent (i.e. everyone else thinks him nabbing the thing is cool), then awesome. If he is just being contrary and the group generally thinks it's a little lame, that's a "hey man, be cool" kinda conversation.

So, I may be coming from a very different space in the hobby (I tend to play very narrative games like Dungeon World, Burning Wheel, and Fate), but some thoughts:

  • This low stat should have been discussed earlier and either (1) the player could have embraced it as an interesting character dynamic and thus no problem or (2) the stat could have been altered or character re-rolled at the get go. But then, shoulda, coulda, woulda... 

  • Let the warlock raise his stat if it is a big balance problem. IMHO contriving a magical item just for him that makes his mod +2 is equivalent to just letting him raise his stat. Doing it that way is also a bit of DM fiat. Letting him raise the stat would probably involve some group chat that leads to table consensus in a way that does not happen through a DM's magical item executive action. 

  • You should probably just be talking to your players about this. What do they think you should do? How does the warlock player feel? What do the rest find as an acceptable fit to make the game work? What is your collective table intent, to stick to the rules like fervent petitioners (which can be awesome, and in which case I say ride on squishy warlock, you are an inspiration to us all!) or to build a story about heroes that sometimes requires a bit of collectively-agreeable mechanical editing to make sure the stats give foundation of heroism? Role playing is just a big conversation, so get talking!

  • As a side note, I would love playing the squishy warlock. Why is he so sickly? Perhaps his family was cursed, and there is a plot line to seek alleviation of the curse? Maybe he has Goblin Consumption and must seek the only "doctor" skilled enough to heal him, an evil necromancer! All the while before he is healed he has to RP it, wheeze a lot, always be falling behind, show caution and fear in combat. Sounds great to me. Again, all of this is a broader conversation with the table, but weakness is the font of creativity IMHO. 

  • As for the rogue player, is he being cool or a dick? If he is playing in character, and is aligned with table intent (i.e. everyone else thinks him nabbing the thing is cool) then awesome. If he is just being contrary and the group generally thinks it's a little lame, that's a "hey man, be cool" kinda conversation. 

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So, I may be coming from a very different space in the hobby (I tend to play very narrative games like Dungeon World, Burning Wheel, and Fate), but some thoughts:

  • I agree with some of the earlier posters that this low stat should have been discussed earlier and either i) the player could have embraced it as an interesting character dynamic and thus no problem or ii) the stat could have been altered or character re-rolled at the get go. But then, shoulda, coulda, woulda...

  • just let the roguewarlock raise his stat if it is a big balance problem. IMHO contriving a magical item just for him that makes his mod +2 is equivalent to just letting him raise his stat. Doing it that way is also a bit of DM fiat. Letting him raise the stat would probably involve some group chat that leads to table consensus in a way that does not happen through a DM's magical item executive action.

  • you should probably just be talking to your players about this. What do they think you should do? How does the roguewarlock player feel? What do the rest find as an acceptable fit to make the game work? What is your collective table intent, to stick to the rules like fervent petitioners (which can be awesome, and in which case I say ride on squishy roguewarlock, you are an inspiration to us all!) or to build a story about heroes that sometimes requires a bit of collectively-agreeable mechanical editing to make sure the stats give foundation of heroism? Role playing is just a big conversation, so get talking!

  • as a side note, I would love the shit out of playing the squishy roguewarlocke. Why is he so sickly? Perhaps his family was cursed, and there is a plot line to seek alleviation of the curse? Maybe he has Goblin Consumption and must seek the only "doctor" skilled enough to heal him, an evil necromancer! All the while before he is healed he has to RP it, wheeze a lot, always be falling behind, show caution and fear in combat. Sounds great to me. Again, all of this is a broader conversation with the table, but weakness is the font of creativity IMHO.

  • EDIT ADD: as for the rogue player, is he being cool or a dick? If he is playing in character, and is aligned with table intent (i.e. everyone else thinks him nabbing the thing is cool), then awesome. If he is just being contrary and the group generally thinks it's a little lame, that's a "hey man, be cool" kinda conversation.

So, I may be coming from a very different space in the hobby (I tend to play very narrative games like Dungeon World, Burning Wheel, and Fate), but some thoughts:

  • I agree with some of the earlier posters that this low stat should have been discussed earlier and either i) the player could have embraced it as an interesting character dynamic and thus no problem or ii) the stat could have been altered or character re-rolled at the get go. But then, shoulda, coulda, woulda...

  • just let the rogue raise his stat if it is a big balance problem. IMHO contriving a magical item just for him that makes his mod +2 is equivalent to just letting him raise his stat. Doing it that way is also a bit of DM fiat. Letting him raise the stat would probably involve some group chat that leads to table consensus in a way that does not happen through a DM's magical item executive action.

  • you should probably just be talking to your players about this. What do they think you should do? How does the rogue player feel? What do the rest find as an acceptable fit to make the game work? What is your collective table intent, to stick to the rules like fervent petitioners (which can be awesome, and in which case I say ride on squishy rogue, you are an inspiration to us all!) or to build a story about heroes that sometimes requires a bit of collectively-agreeable mechanical editing to make sure the stats give foundation of heroism? Role playing is just a big conversation, so get talking!

  • as a side note, I would love the shit out of playing the squishy rogue. Why is he so sickly? Perhaps his family was cursed, and there is a plot line to seek alleviation of the curse? Maybe he has Goblin Consumption and must seek the only "doctor" skilled enough to heal him, an evil necromancer! All the while before he is healed he has to RP it, wheeze a lot, always be falling behind, show caution and fear in combat. Sounds great to me. Again, all of this is a broader conversation with the table, but weakness is the font of creativity IMHO.

So, I may be coming from a very different space in the hobby (I tend to play very narrative games like Dungeon World, Burning Wheel, and Fate), but some thoughts:

  • I agree with some of the earlier posters that this low stat should have been discussed earlier and either i) the player could have embraced it as an interesting character dynamic and thus no problem or ii) the stat could have been altered or character re-rolled at the get go. But then, shoulda, coulda, woulda...

  • just let the warlock raise his stat if it is a big balance problem. IMHO contriving a magical item just for him that makes his mod +2 is equivalent to just letting him raise his stat. Doing it that way is also a bit of DM fiat. Letting him raise the stat would probably involve some group chat that leads to table consensus in a way that does not happen through a DM's magical item executive action.

  • you should probably just be talking to your players about this. What do they think you should do? How does the warlock player feel? What do the rest find as an acceptable fit to make the game work? What is your collective table intent, to stick to the rules like fervent petitioners (which can be awesome, and in which case I say ride on squishy warlock, you are an inspiration to us all!) or to build a story about heroes that sometimes requires a bit of collectively-agreeable mechanical editing to make sure the stats give foundation of heroism? Role playing is just a big conversation, so get talking!

  • as a side note, I would love the shit out of playing the squishy warlocke. Why is he so sickly? Perhaps his family was cursed, and there is a plot line to seek alleviation of the curse? Maybe he has Goblin Consumption and must seek the only "doctor" skilled enough to heal him, an evil necromancer! All the while before he is healed he has to RP it, wheeze a lot, always be falling behind, show caution and fear in combat. Sounds great to me. Again, all of this is a broader conversation with the table, but weakness is the font of creativity IMHO.

  • EDIT ADD: as for the rogue player, is he being cool or a dick? If he is playing in character, and is aligned with table intent (i.e. everyone else thinks him nabbing the thing is cool), then awesome. If he is just being contrary and the group generally thinks it's a little lame, that's a "hey man, be cool" kinda conversation.

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So, I may be coming from a very different space in the hobby (I tend to play very narrative games like Dungeon World, Burning Wheel, and Fate), but some thoughts:

  • I agree with some of the earlier posters that this low stat should have been discussed earlier and either i) the player could have embraced it as an interesting character dynamic and thus no problem or ii) the stat could have been altered or character re-rolled at the get go. But then, shoulda, coulda, woulda...

  • just let the rogue raise his stat if it is a big balance problem. IMHO contriving a magical item just for him that makes his mod +2 is equivalent to just letting him raise his stat. Doing it that way is also a bit of DM fiat. Letting him raise the stat would probably involve some group chat that leads to table consensus in a way that does not happen through a DM's magical item executive action.

  • you should probably just be talking to your players about this. What do they think you should do? How does the rogue player feel? What do the rest find as an acceptable fit to make the game work? What is your collective table intent, to stick to the rules like fervent petitioners (which can be awesome, and in which case I say ride on squishy rogue, you are an inspiration to us all!) or to build a story about heroes that sometimes requires a bit of collectively-agreeable mechanical editing to make sure the stats give foundation of heroism? Role playing is just a big conversation, so get talking!

  • as a side note, I would love the shit out of playing the squishy rogue. Why is he so sickly? Perhaps his family was cursed, and there is a plot line to seek alleviation of the curse? Maybe he has Goblin Consumption and must seek the only "doctor" skilled enough to heal him, an evil necromancer! All the while before he is healed he has to RP it, wheeze a lot, always be falling behind, show caution and fear in combat. Sounds great to me. Again, all of this is a broader conversation with the table, but weakness is the font of creativity IMHO.