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Switch to Forum Live View Cutting Extra Modifiers - Suggestions Please!
9 months ago  ::  Sep 08, 2012 - 2:23PM #11
yarnevk
Date Joined: Jul 9, 2012
Posts: 350
4e was not optimized for 50%, it was also optimized for 65% (roll an 8) averages. 

Here is my attack analysis over in the 4e forum. The assumed ability in 4e was 16.

community.wizards.com/go/thread/view/758... 

The DC table was DC8 for no ability or training, a DC12 for +4 ability or +5 training, and DC19 for +4 ability and +5 training and +2 items

WOTC is not going to lose the d20 so you are kinda stuck with advantage die is the only way to overcome the variance, or stacking up lots of little modifiers and doing lots of math. 
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9 months ago  ::  Sep 08, 2012 - 2:32PM #12
warrl
Date Joined: Apr 16, 2009
Posts: 5,267

Sep 8, 2012 -- 1:29PM, CarlT wrote:

Contrast this to 4E (the 'paragon of balance') where hitting 50% of the time was the goal.


Actually, 65% is generally considered the baseline expectation.

It might be 50% against another PC, but 4E was explicitly NOT designed for PvP, and the general recommendation from experienced DMs was to adjudicate the occasional PvP fight using either pure roleplay or skill tests rather than combat rules.

"The world does not work the way you have been taught it does. We are not real as such; we exist within The Story. Unfortunately for you, you have inherited a condition from your mother known as Primary Protagonist Syndrome, which means The Story is interested in you. It will find you, and if you are not ready for the narrative strands it will throw at you..." - from Footloose
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9 months ago  ::  Sep 08, 2012 - 11:31PM #13
diversionArchitect
Date Joined: Nov 16, 2009
Posts: 568

Sep 8, 2012 -- 2:22PM, Saelorn wrote:

From a design standpoint, though, it makes sense for the die to be on the same scale as the modifier, or else you end up with a system that's dominated by random chance (if the die is much larger than the modifier) or where random chance has significantly diminished influence, (in the case where the modifier exceeds the scale of the die size).



I didn't really follow what you were saying here.  Can you give an example?

Please collect and update the DND Next Community Wiki Page with your ideas and suggestions!


Take a look at my clarified ability scores

And also my Houserules relevent to DNDNext
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9 months ago  ::  Sep 08, 2012 - 11:50PM #14
diversionArchitect
Date Joined: Nov 16, 2009
Posts: 568

Sep 7, 2012 -- 11:33PM, CarlT wrote:

Under a system where there is a minimum low roll, both the expert and the newbie succed at the hard task equally often.  Is that really a rational system? 



Initially the point was that the expert doesn't fail at trivial (to them) tasks.  So that players can feel safe in attempting things their character should be versed in.  In addition it is impossible for them to critically fail any task they're trained in.

Is it not normal to simply tell players that they can't attempt certain tasks since they're not trained in them?  Like telling the fighter he can't attempt a knowledge roll on the magical texts that the wizard failed to interpret (because there is no reason for him to know how to read magical texts)  Thus the newb isn't even capable of attempting things the expert would attempt.

Can you propose something that doesn't simply add an extra modifier for skills you're trained in?  Perhaps involving level ups, since the current system requires you to remember that you have a +3 to the skills you didn't improve at all, while you may have other skills that are +3 and one thats +2 on top of that original +3.  It feels really unnecessarily math based.  Not that simple addition kills games for a lot of gamers, but it bogs down things especially for new players in my experience.

I had imagined a list of DCs like the one in the dungeon master guidelines for higher level play (perhaps one for levels 5+, another table for levels 10+, etc.)  Where some tasks that were once standard are now assumed, and what tasks that were once difficult are now your new standard DC.  Since you're facing tougher and more worldly enemies it would make sense that their chance to detect you/hide from you would be about the same as it was at low levels (in 4e terms, they scaled up as you did- but I don't think we need to add the modifier to both sides to add something useful to it)

 

Please collect and update the DND Next Community Wiki Page with your ideas and suggestions!


Take a look at my clarified ability scores

And also my Houserules relevent to DNDNext
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9 months ago  ::  Sep 09, 2012 - 9:41AM #15
yarnevk
Date Joined: Jul 9, 2012
Posts: 350

Sep 8, 2012 -- 11:50PM, diversionArchitect wrote:

Can you propose something that doesn't simply add an extra modifier for skills you're trained in? 



It really is as simple as stacking the advantage die for training vs. the DC table.   It works and I use it that way in 4e.  Though in 4e you have the all boats float skill leveling so skill math still involves the lvl ups.

Take 10 ranks in a skill, use 10 advantage die.   The odds of hitting 20 go up (not as much as you might think), and the easy stuff gets nearly impossible to fail but that is not guaranteed.   Maybe unwieldy to hold so many die, but that just means there is a market for mini-d20's, and you could always just keep rolling until you succeed or reach your advantage limit and fail using 1d20.

To be practical rather than two handfulls of d20 each tier should be limited to die taken at odd levels (1,3, 5, 7, 9)

1d20 for ability checks (no training)

2d20 for apprentice
3d20 for trained
4d20 for expert 
5d20 for master
6d20 for grandmaster.

Then the DCs simply shift for the new tier, paragon easy (pDC9) is heroic hard (hDC19) and you start retraining in each tier, so if the DM puts in a herioic easy door (hDC8) in paragon tier play, it becomes an autopass door (pDC-2).

Those not trained can still try to accomplish hard, yes a DC19 is 10% success rate but they can try and they might get lucky with a crit.  The 5d20 training advantage has only a 41% success rate at a DC19.   Compare that to a 1d20+10 which is a 60% success rate, So the herioc master is 4x better at doing hard stuff as the novice, but not as good as if training modifiers were there.  The DC table should be modified to account for the advantage die.   So lets take hard down to a DC17 so the 5d20 master has a 68% chance at it, so now your 1d20 untrained has a 20% chance at it.    

A 48% difference, which is a bit better than the 35% difference possible with the stacked max of +7 in 5e currently, and its a good compromise for a no math system.  Hard stuff is not an auto success for the master and they had to focus all their skillup opportunites on one skill to achieve that, they paid the price of being a novice at everything else.   Somewhat realistic opportunity cost, the doctorate always is lacking in common sense compared to the jack of all trades!

Maybe the jack of all trades can convince the DM his +5 ability can be used rather than the masters skill,  that bumps his odds up to 45%.  Not bad for a hard task.  So the fighter busts down the door instead of waiting for the master thief, and the DM throws in an advantage die to the fighter for having such a creative solution which brings us up to 70% odds, and throws a disadvantage onto the master thief because it is dark and the floor is wet knocking down the grand master to 4d20 for 60% odds.

So there is always a chance if the situation is right for the master to fail while the novice succeds on sheer ability and luck.  Of course if min-maxed ability is added then throw another 25% onto the master and he is likely to accomplish hard stuff with low risk of failure, but it is still the case that the novice has a chance if the master is not up to the task for some reason.  And of course none of this average odds analysis considers the rather high variance in the d20 roll, the master can roll a 1 just as well as the novice can roll a 20.

Lets say there are 3 initial skills and you get one additional die at the odd levels up to 6d20. The jack of all trades can use that to get 7 skills using the 2d20, the grandmaster would have one skill at 6d20 and two skills at 2d20.  A fair trade-off.  You could also have the trained expert that spread his training for a 4d20, 3d20, and 3d20 skillset, recognizing the diminishing return in the advantage die.  Better to be an trained expert at three things than a grandmaster at one thing or an apprentice at 7 things.   Each of them did the right thing as far as they are concerned

If you think it goes to far then change it to skill up at lvl1, 4, 7, 10 and eliminate the grandmaster.   Or lvl1, 5, 9 and eliminate the master.  But due to diminishing return inherent in advantage die, you really can't go too far - even a 20d20 stack only has 2/3 odds of hitting a 20!

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9 months ago  ::  Sep 09, 2012 - 1:48PM #16
Saelorn
Date Joined: May 27, 2012
Posts: 2,960

Sep 8, 2012 -- 11:31PM, diversionArchitect wrote:

Sep 8, 2012 -- 2:22PM, Saelorn wrote:

From a design standpoint, though, it makes sense for the die to be on the same scale as the modifier, or else you end up with a system that's dominated by random chance (if the die is much larger than the modifier) or where random chance has significantly diminished influence, (in the case where the modifier exceeds the scale of the die size).



I didn't really follow what you were saying here.  Can you give an example?



Under the current design space, the die roll goes from 1-20 and the modifier goes from -4 (no class/skill bonus, ability score of 3) to +12 (maximum skill bonus +7, ability score of 20) for a spread of 16.  Assuming that they left four points of wiggle room for future development and minor circumstance modifiers, we can say that the modifier is on the same scale - it matters just as much - as the die roll.

I would argue that it is preferable for this to be the case.  It means that someone with every possible advantage - the +16, in this case, including those four points from higher-level training or minor circumstances - can succeed at tasks where someone with every possible disadvantage would always fail.  If the DC is exactly 17, then the master does not need to roll at all and the absolute most deficient character - with (-4) to the roll - cannot possibly succeed.  (It would be slightly clearer if they moved the whole system about four or five points to the right, to make modifiers also range from 1 to 20, but whatever.)

It's pretty neat, because it prevents the whole "Str 3 wizard succeeds to bend bars when Str 20 fighter fails" worst-case scenario, but it also leaves a lot of room for normal gameplay.  Under most circumstances, the wizard is going to have at least Str 5 (probably closer to Str 8, if these forums are a judge), so she'll only have a reasonably small chance of success compared the auto-success of the fighter; and of course, the fighter probably won't have Str 20 right off the bat, and can't pick up the skill training until much higher levels, and can't count on a +2 from having the appropriate tool at hand (or whatever).  It gives a wide range of DCs where the trained character is likely to succeed and the untrained character is likely to fail, but also includes significant border scenarios where the untrained character has a decent shot of success (but the trained character is guaranteed) or where the trained character might fail (but the untrained character has no chance).

Contrast with your proposed system, where the only modifier is from -4 to +5 and the die roll is still 1-20.  In your system, anything with a DC higher from 6 to 16 is a scenario where the incompetent pipsqueak might outdo the master.  Given the sheer volume of dice being rolled in that range, this sort of thing would be happening fairly frequently.  Following your first suggestion for mitigating the effect, the clumsy wizard who is merely trained at stealth could outdo the dashing swashbuckler who isn't trained, and actually benefits more because her total is more likely to otherwise fall below 10.  (And of course, your proposal doesn't affect combat accuracy at all, which some people would find of equal concern.)

Also contrast with, say, high level 4E.  In late 4E, modifiers to checks and DCs could easily reach +25, creating a scenario where otherwise-relatively-competent people could fail entirely because the target was just so far beyond their ability.  That's actually a relatively mild example, since they did go out of their way to contrive that everyone would stay in the same level range.  Maybe late 3E would be a better example, where you could have 20 ranks in a skill and another +10 from an item, +5 from ability scores, etc... (and the less said about Glibness, the better) - th die roll pretty much became a formality after a certain point.

I'm sure you could see the trend that would result by keeping the range of modifiers from 1-10 while decreasing the die roll to, say, on an extreme, a d4 or a d6.  It would frequently result in scenarios where the weak person has zero chance or the strong person had no chance of failure, leaving very little room for fun and manageable play with intermediate DCs.  Fortunately, nobody has been arguing in favor of this, so I won't feel so bad that I don't have more time to go into detail.

The metagame is not the game.
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