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7 months ago  ::  Nov 03, 2012 - 11:42PM #11
Staccat0
Date Joined: Jun 15, 2012
Posts: 334

Nov 3, 2012 -- 12:44PM, Qmark wrote:

Just get rid of the "to hit" modifier entirely.



I'm into it. It just does more damage when you hit.

In dumb game terms it's explained by saying, your chance to hit is guided more by you experience and your knowledge of your skillset and how to use it. Damage is affected by your raw power or accuracy when that experience pays off.

I like it in theory. Simpler, lessons the focus of getting 18s and being "optimal" and makes the moath more predictable.... and thus combat more fun to design.
Meanwhile, stats aren't useless (checks, saves, damage and such) and you could stilll give fighters +3 and clerics +2 and so on if you'd like to reflect how different classes excel when they operate in martial combat vs magical. 

I know people would rage against it, but the idea appeals to me. 

A few guidelines for using the internet:
1. Mentally add "In my opinion" to the end of basically anything someone else says. Of course it's their opinion, they don't need to let you know. You're pretty smart.
2. Assume everyone means everything in the best manner they could mean it. Save yourself some stress and give people the benefit of the doubt. We'll all be happier if we type less emoticons.
3. Don't try to read people's minds. Sometimes people mean exactly what they say. You probably don't know them any better than they know themselves.
4. Let grammar slide. If you understood what they meant, you're good. It's better for your health.
5. Breath. It's just a dumb game.
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7 months ago  ::  Nov 03, 2012 - 11:43PM #12
epicfreak
Date Joined: Jan 15, 2012
Posts: 193

Nov 3, 2012 -- 10:12AM, ardisiankhaine wrote:

I am going to try to convince my players to try this ability score chart



Seems like you'd just as soon use this instead (balanced both ways):

ability score d20 mod dmg mod
1 -3 -5
2 -3 -4
3 -2 -4
4 -2 -3
5 -2 -3
6 -1 -2
7 -1 -2
8 -1 -1
9 0 -1
10 0 0
11 0 0
12 0 +1
13 +1 +1
14 +1 +2
15 +1 +2
16 +2 +3
17 +2 +3
18 +2 +4
19 +3 +4
20 +3 +5
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7 months ago  ::  Nov 03, 2012 - 11:54PM #13
epicfreak
Date Joined: Jan 15, 2012
Posts: 193

Nov 3, 2012 -- 11:42PM, Staccat0 wrote:

Nov 3, 2012 -- 12:44PM, Qmark wrote:

Just get rid of the "to hit" modifier entirely.



I'm into it. It just does more damage when you hit.

In dumb game terms it's explained by saying, your chance to hit is guided more by you experience and your knowledge of your skillset and how to use it. Damage is affected by your raw power or accuracy when that experience pays off.

I like it in theory. Simpler, lessons the focus of getting 18s and being "optimal" and makes the moath more predictable.... and thus combat more fun to design.
Meanwhile, stats aren't useless (checks, saves, damage and such) and you could stilll give fighters +3 and clerics +2 and so on if you'd like to reflect how different classes excel when they operate in martial combat vs magical. 

I know people would rage against it, but the idea appeals to me. 



You could eliminate the ability mods altogether and use the scores directly for almost everything if you change D&D from a roll-over to a roll-under system.

But this applies:

Nov 3, 2012 -- 11:42PM, Staccat0 wrote:

I know people would rage against it, but the idea appeals to me.


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7 months ago  ::  Nov 03, 2012 - 11:02PM #14
Staccat0
Date Joined: Jun 15, 2012
Posts: 334

Nov 3, 2012 -- 11:54PM, epicfreak wrote:

Nov 3, 2012 -- 11:42PM, Staccat0 wrote:

Nov 3, 2012 -- 12:44PM, Qmark wrote:

Just get rid of the "to hit" modifier entirely.



I'm into it. It just does more damage when you hit.

In dumb game terms it's explained by saying, your chance to hit is guided more by you experience and your knowledge of your skillset and how to use it. Damage is affected by your raw power or accuracy when that experience pays off.

I like it in theory. Simpler, lessons the focus of getting 18s and being "optimal" and makes the moath more predictable.... and thus combat more fun to design.
Meanwhile, stats aren't useless (checks, saves, damage and such) and you could stilll give fighters +3 and clerics +2 and so on if you'd like to reflect how different classes excel when they operate in martial combat vs magical. 

I know people would rage against it, but the idea appeals to me. 



You could eliminate the ability mods altogether and use the scores directly for almost everything if you change D&D from a roll-over to a roll-under system.

But this applies:

Nov 3, 2012 -- 11:42PM, Staccat0 wrote:

I know people would rage against it, but the idea appeals to me.




I miss roll-under checks. They did that in 2e right?

Either way, my homebrew d10 system (4th grade was a crazy time in my life) was roll under and I always thought quite elegant and easy to explain. That said, rolling under isn't "as fun" for reasons I can't fully grasp.

A few guidelines for using the internet:
1. Mentally add "In my opinion" to the end of basically anything someone else says. Of course it's their opinion, they don't need to let you know. You're pretty smart.
2. Assume everyone means everything in the best manner they could mean it. Save yourself some stress and give people the benefit of the doubt. We'll all be happier if we type less emoticons.
3. Don't try to read people's minds. Sometimes people mean exactly what they say. You probably don't know them any better than they know themselves.
4. Let grammar slide. If you understood what they meant, you're good. It's better for your health.
5. Breath. It's just a dumb game.
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7 months ago  ::  Nov 03, 2012 - 11:34PM #15
NicolBolas
Date Joined: Apr 21, 2007
Posts: 109

What about getting rid of the link between attributes and accuracy/damage?



What if your damage bonus is equal to your weapon proficiency bonus? (I.E. fighters get +3 damage with weapons, everyone else +2, and it scales as you level up)



Then attributes are purely for skill checks and saving throws. It would really help out with bounded accuracy and make it so people don't feel obligated to max out one attribute and ignore the others.



I know it seems strange to get rid of it, but after spending hours on charop for 4e I think it would be a welcome change. Once they decided that each class could use its primary attribute for attack/damage it drags down the system in my opinion.

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7 months ago  ::  Nov 04, 2012 - 1:44AM #16
ShadeRaven
Date Joined: Jul 15, 2008
Posts: 1,417

A lot of food for thought and certainly feasibility, but I seriously doubt the dev  team would go away from this emphasis on ability scores that has become part of the WotC D&D universe.

Yes, they could change it, and I honestly believe they should change it, but they won’t for whatever reason (simplicity? naw… it’s certainly no inconvenience to look up ability score values when you already have the books open during creation… I am guessing that they just like the idea of stats having a big impact on the game and the emphasis on optimization over roles.. it fitts with the Max DPS world that they are trying to attract players from.)

Ironically, what people whom I have lured away from the MMOs I play have proven to me is that they enjoy the departure from Recount Meters and Leaderboards.  A chance to play a character rather than gear/stat dependant Elitist Jerk number crunched numeric machine is what makes D&D fun.

I do like your thinking, Ardisiankhaine, but I would personally still take it further.  Something like:

Ability Score D20 mod DMG mod
3 -2 -3
4 -2 -2
5 -1 -2
6 -1 -1
7 0 -1
8 0 -1
9 0 0
10 0 0
11 0 0
12 0 0
13 0 +1
14 0 +1
15 +1 +1
16 +1 +2
17 +2 +2
18 +2 +3
19 +3 +4
20 +3 +5



I would want to see the heavy impact to skills and combat be even further out… it also allows for higher stats on creatures without the dramatic impact on their power or combat ability.  A 14 DEX creature wouldn’t be outrageously better with a dagger, but it would certainly indicate that they’d be a little more dangerous.  All the “common” humanoids that make up the bulk of the world wouldn’t be difficult to balance and add.  XP values would be simple, too, because you’d have pretty clear baseline attacks, damage, etc., centered more around the creature’s HD/Level (power) and not nearly as impacted by stats.

I really wish they'd reconsider, but.. sigh... I just don't think they have it in them to take a serious look at making the Class Roles be center stage over the character sheet rolls.

PS: Anyone else miss actually having racial penalties?  More frail elves, weak halflings, or homely dwarves for example.  Not sure why, but I do.

PSS: Also, +2 on a stat for humans, after a lot of testing, is too much.  I wouldn't care if they got an extra +1, but the +2/+1 boost on stat charts that are so heavily determining of balance, has too much effect.

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7 months ago  ::  Nov 04, 2012 - 2:39AM #17
epicfreak
Date Joined: Jan 15, 2012
Posts: 193

Nov 3, 2012 -- 11:02PM, Staccat0 wrote:

I miss roll-under checks. They did that in 2e right?

Either way, my homebrew d10 system (4th grade was a crazy time in my life) was roll under and I always thought quite elegant and easy to explain. That said, rolling under isn't "as fun" for reasons I can't fully grasp.



You know, it's been so long since I played 2E, I don't really recall.  I know in older editions sometimes you'd need to roll low and sometimes roll high, so it was there in one way or another up until 3E, maybe not on attack rolls or saving throws though, idk.
As to the reason roll-under isn't as fun, psychologically bigger numbers are better, I suppose.

Nov 3, 2012 -- 11:34PM, NicolBolas wrote:

What about getting rid of the link between attributes and accuracy/damage?

What if your damage bonus is equal to your weapon proficiency bonus? (I.E. fighters get +3 damage with weapons, everyone else +2, and it scales as you level up)


Then attributes are purely for skill checks and saving throws. It would really help out with bounded accuracy and make it so people don't feel obligated to max out one attribute and ignore the others.


I know it seems strange to get rid of it, but after spending hours on charop for 4e I think it would be a welcome change. Once they decided that each class could use its primary attribute for attack/damage it drags down the system in my opinion.



Why do you need a damage bonus at all?  Fighters certainly don't now with ED.  If ED stays with Rogues, then I can see there not needing to be any damage bonus for any class.  It might seem weird that STR doesn't add to damage at all anymore though.

Nov 4, 2012 -- 1:44AM, ShadeRaven wrote:

PS: Anyone else miss actually having racial penalties?  More frail elves, weak halflings, or homely dwarves for example.  Not sure why, but I do.


PSS: Also, +2 on a stat for humans, after a lot of testing, is too much.  I wouldn't care if they got an extra +1, but the +2/+1 boost on stat charts that are so heavily determining of balance, has too much effect.



Yes, the return of racial penalties would be welcome.  It doesn't have to balance out like it used to (if you get a +4 somewhere you've got to have a total of -4 elsewhere), but sometimes it just plain makes sense.  For example, why should a race that's 2' shorter than humans have the same strength as humans?  Halflings, I'm looking at you.


As for the Humans in Next - yeah, that's a total (and bad) joke, what the designers have done there.  I've repeatedly asked for a redesign of that in the survey results, make humans have racial traits just like every other race.

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7 months ago  ::  Nov 04, 2012 - 5:11AM #18
BjornAngerfors
Date Joined: Jun 8, 2012
Posts: 9
What about keeping humans as the baseline with no plusses? I always loved the reasoning behind the 3D6 for stat generation as it gives you a standard distribution bell curve of stats for all characters, just as if they were a real population. This of course gives players characters that are normal persons placed in an extraordinary situation, and not everybody likes to play a game like that, but I always loved that assumption. Having players roll 4D6 and then getting +2/+1 to all your stats really skewes the results you get out of stat generation, and that doesn't make any sense to me at all. I wish they would keep the standard distribution as the default asumption for stats and then adjust the bonuses if they feel that playing a normal person is too boring. They could even have three sets of charts for "Easy, Normal and "Hard" or whatever they choose to call it.

But whatever, I'm rambling. I just don't get the reasoning behind the extra dice and pluses to stats. It seems like an unnecessary layer that serves no other purpose than inflating the stats of characters because people have gotten used to seeing those numbers over the years and want ever higher numbers to feel like they are better than average.

*rant over*

/Angerforce
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7 months ago  ::  Nov 04, 2012 - 6:55AM #19
Tim_the_Enchanter68
Date Joined: May 6, 2007
Posts: 105
I like the system the way it is.  If the dm of a given game feels that a proliferation of extremely high abiity scores will cause a problem then it's up to him/her to use a ability score generation method that fixes it, only allowing a really high score once in a while.  I don't believe the solution is to actually nerf the high scores themselves...if there isn't much difference between a average score and a high one then why have ability scores at all?  Of course if you use a array or point buy system (which I don't, at least not as is) then everyone has the same opportunity to have those high scores anyway, nice & even, so what difference does it make?

Here's what I do: 

Low array-- 14, 13, 12, 10, 8, 6

Assign this array as desired--these are the MINIMUM each score can be.   Then roll (4d6 drop lowest) for each score, IN ORDER.  If you roll higher than the score indicated by the array you get to keep the higher score.  Then apply modifiers.

So really high scores will not be common while still being possible, and at least on the scores that matter you will not have scores that are too low.  It's a semi-random system, works really well & completely eliminates the need for re-rolls.  I didn't like any of the existing methods so I thought about it until I came up with one I did like.  My players like it too.
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7 months ago  ::  Nov 04, 2012 - 8:56AM #20
Dragonette
Date Joined: Jul 28, 2011
Posts: 648
Hey there,

Since this isn't really a session report, I'll move it to Player Playtest Session Feedback.

Thanks!

Monica
Monica
Wizards of the Coast Online Community Coordinator
A friendly dragon.
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