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7 months ago ::
Nov 04, 2012 - 3:07PM
#21
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Date Joined:
Dec 21, 2011
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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.
This is the exact reason why I stopped playing any MMOs about a year ago. I was getting sucked into a kind of mindless grind that was 90% combat and 10% other. I'm actually trying to entice one of my old friends to get into our playtesting sessions of D&DNext (away from his World of Warcraft, etc), but I'm losing that battle. I'll have to stick with the other friends who I'm playtesting with. That's ok.
I really like the ideas in this thread. Depending on the final outcome of D&DNext, I may decide to limit the abilities of the PCs in my group. We'll see.
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7 months ago ::
Nov 04, 2012 - 3:28PM
#22
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Date Joined:
May 18, 2002
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I was getting sucked into a kind of mindless grind that was 90% combat and 10% other.
I wasn't aware "other" existed in MMOs.
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7 months ago ::
Nov 04, 2012 - 3:33PM
#23
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Date Joined:
Dec 21, 2011
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I was getting sucked into a kind of mindless grind that was 90% combat and 10% other.
I wasn't aware "other" existed in MMOs.
Well..the other includes interacting with other people who are focued on trying to kill and gain levels.
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7 months ago ::
Nov 04, 2012 - 8:12PM
#24
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Date Joined:
Jul 15, 2008
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I was getting sucked into a kind of mindless grind that was 90% combat and 10% other.
I wasn't aware "other" existed in MMOs.
Well..the other includes interacting with other people who are focued on trying to kill and gain levels.
9% of that 10% is trade talk about Chuck Norris.
--- back on topic ---
Your point is valid, Tim_the_Enchanter68, but not complete. Part of what I am pointing out is that with such dramatic impact of the Ability Score charts, it resonates throughout D&D. A Kobold with a 12 DEX and 7 STR is heavily impacted by weapon choice and thus their balance is impacted. It's why a kobold with a sling can be frightening at level 1, but is laughable if they were to be using a club.
As a DM, fixed damage output by creatures (the good old 1d4, 1d6, 1d8 of AD&D) at low level made for easy inclusion. Throw in a level 1 creature with a 14 DEX and a short sword, and suddenly it's a much deadlier creature than it's level indicates, just because I wanted it to be "agile."
So, by your thinking, to make sure Ability Scores don't unbalance the game, I have to go adjust the entire Bestiary to make sure creatures are not unduly modified by the D&D inflation of recent editions. That's a hassle.
As is, the best thing they could do is scrap the idea of trying to make the Bestiary stay in line with the Ability Score charts because it doesn't serve the game well at all. Just throw out Abiilty Scores on creatures entirely, and balance monsters according to level, XP, etc.
A good "Monster Manual" is one where the creatures are interesting, challenging, and appropriate for their level and XP value. Those good old 2 HP, AC 7, Att +0, DMG 1d4 Kobold worth 7 XPs in AD&D were perfect. Nothing complicated, nothing wildly unbalancing, and easy to take a handful and drop in the sandbox for their low XP values.
Now, they come with some caution. Attack +1 (1d4+1) with +1 per Mob Tactic ally adjacent to target for 10 XP could easily be a nightmare. That 15 Kobold room in CoC against a 1st level party in AD&D was scary enough, but not necessarily TPK inducing... but with the boosts from DEX, extra rules to apply, etc., it changes their relative value and complicates things.
At any rate, if they persist to keep the (Stat-10)/2 charts, I hope they scrap the idea of trying to balance the Bestiary to it because creatures need to be balanced against challenge and for level, not in an effort to try to adhere to player rules.
Regardless, though, the game needs to be balanced against the norm. If the average Point Buy or 4d6 (drop 1), results in a primary of 18 (easy right now, with stat bonuses), then +4/+4 along with any class bonuses (+3 or +2) is going to be the mean. That's +7/+4 attack/damage that the entire Bestiary needs to be balanced against. That's a high scale. AC 11 kobolds are hit on a 4. 85% of the time. There won't be much challenge there except if you scale them up... creating balance inflation and departing from the beautiful simplicity of good old D&D/AD&D of old.
Not only that, if you balance against those high numbers, if I want to play a more "non-superhero" campaign, I have to account for the Bestiary inflation to make sure they stand a chance.
I know there will never be an universal agreement on the subject, but from my experience and personal perspective, the every new edition, every new class, every new feature must be bigger, better, and "badder" than the previous eventually erodes the game and departs from the simple, pure fun of what classic D&D did so well.
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7 months ago ::
Nov 05, 2012 - 1:39AM
#25
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I think you're overcomplicating it. All that they need do with each given monster is make sure the level/xp values are right with respect to a given PC level fighting them, and in the case of very weak monsters like kobolds how many of them it takes to be equivalent to one lvl. 1 monster...there need be no hard lvl. 1 minimum of how powerful a monster is, and therefore no inflation is necessary. What I'm saying is the power level of a monster should define its level/xp value, not the other way around. If for example a minotaur happens to hit like a pile-driver because of it's high str. score then its level/xp should reflect this, it (or it's str score whatever it may be) should not be made weaker to make it conform to a fixed level of power. It will still be balanced, just against slightly higher level PCs, or more PCs. And I don't think a kobold would be using a club (unless maybe there was a "light club" that counted as a finesse weapon, or it had nothing else available & couldn't flee for some reason), typical kobolds are simply too physically weak to effectively employ that combat style, and the system reflects that. Really it could be assumed that any weapon a kobold is equipped with (within constraints of common sense of course, and never above the 1d6 damage range) would be a version suitable to a kobold and therefore usable as a finesse weapon. CoC? I never thought I'd live to see the day Caves of Chaos would have a contemporary abreviation akin to WoW....
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7 months ago ::
Nov 05, 2012 - 11:07AM
#26
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Date Joined:
Jul 15, 2008
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heh. Yeah, I type too much as is :P I am working hard at being more concise :P
I get what you are saying, but still differ in how dramatic the impact of ability scores should be. Beyond that, I suppose it's also a difference of opinion on what kind of selection a DM should have available from the MM/Bestiary.
For you, Kobolds being more deadly because they are finesse weapon weilding high threat creatures that should come in small groups is fine because they should be balanced around that fact.
For me, I want a creature (Kobolds in this case) that can be used in greater quantity (classic D&D style) that are only dangerous because of their advantage in numbers. The extra +1 attack, +1 damage, +1 AC and Mob Tactics to +5 attack might not sound like a lot, but the affect on combat and encounter building is pretty significant.
This was proven out last Friday Night where my NEXT Playtest Group spent the night only testing the new combat mechanics and features in mock encounters (normally, we roleplay). Skirmishes against 6 Kobolds became heavily influenced by Initiative Rolls. Because player Attack Bonuses are so high now, first strikes rule the day... so to counteract that, they give kobolds these swarm bonuses... meaning that the single most important d20 in combat is the first (initiative). The laughable 6 kobolds winning initiative suddenly become +1 to +6 attack (eventually) at 1d4+1, a much more worrisome threat (thought still pretty weak). But make that 12 kobolds, and now we are talking serious impact.
At any rate, I still want next to be more OD&D/AD&D than 3.5E/4E. I love the elegant simplicity they gave us with Expertise Dice to create more RP and more options, without huge impact on balance. For Monsters, something simple and easy to adjudicate would be best, imo. No need to ramp up Kobolds significantly from their good ol' days, just a little tweak as in Mob Tactics +2 (+2 capped). If player attack bonuses (and damage) is toned done some, then that AC 12, Att +0, Dmg 1d4 creature in higher volume is still a fun, somewhat challenging encounter.
As for one of my all-time favorites, the Minotaur, he'd still be out there with hsi devistating attacks and clever ways to terrorize when PCs come across them... and it wouldn't have to be because specific ability scores were assigned it. No, the easiest solution is to just design the Minotaur to be all it can be.
I guess what I am saying is that Monsters shouldn't be anything more than just that. There's no need to complicate matters by trying to make them creature versions of player character creation. That's way more work than needs to be done and much harder to keep balanced.
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7 months ago ::
Nov 06, 2012 - 3:52PM
#27
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Date Joined:
Sep 20, 2012
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I’ve removed content from this thread because edition warring is deemed to be forum disruption and is a violation of the Code of Conduct. You can review the Code here: www.wizards.com/Company/About.aspx?x=wz_...You can read how to prevent edition wars here: community.wizards.com/go/thread/view/758...Please keep your posts polite, on-topic, and refrain from making personal attacks. You are welcome to disagree with one another but please do so respectfully and constructively. If you wish to report a post for Code of Conduct violation, click on the “Report Post” button above the post and this will submit your report to the moderators on duty.
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7 months ago ::
Nov 08, 2012 - 7:00PM
#28
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Date Joined:
Nov 22, 2002
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What about the idea of doing it like M&M third edition, where they forego the ability and just use the modifier? Like, where we might say, "I have a strength of 16," in that system you would say, "I have a strength of 3." It means the same thing. There are only small differences between even and odd strength scores, and no difference for other ability scores. The abilities are just there to give you an ability modifier. Why not skip the ability and go straight to the modifier?
I suppose there's a certain amount of sentimental value in having scores of 3-18 rather than -4 to 4, though.
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7 months ago ::
Nov 09, 2012 - 10:36AM
#29
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Date Joined:
Jul 15, 2008
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I certainly don't need actual ability scores for creatures in the Bestiary. If they wanted to put in simple bonuses (when applicable), that would work great for me.
In the end, I just hope they don't try to "class" every creature and apply Character Rules to monsters. Just balance the creatures of the Bestiary according to level and XP (which reflects relative challenge) and let them be unique, interesting, and useful in their own right.
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7 months ago ::
Nov 18, 2012 - 9:14PM
#30
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Date Joined:
Apr 25, 2011
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The way ability scores are right now it makes me wonder really where the other races stand in comparison to humans at least when it comes to ability scores. Humans get +1 to EVERY ability except one. In that one they get +2. All the other races get only +1 to a single ability. So every human is as graceful as the elves? Every human is as tough as a hilldwarf? I get that the other racial abilities of those races are pretty cool but to make their attributes hands down worse than every human in existence is not right. Especially not with the impact attributes play on everything else in the game.
I'm fine with exceptional humans being able to /match/ an elf for grace (aka +2 to dex for elves and the human puts their +2 into dex) for example but for every last human to be as graceful is just... wrong. It's a bad power gap that isn't necessary.
I know people are going to say: but racial weapon damage boost! or Hit die boost for dwarves! Cool, yeah, a dwarf with a hand axe does a d8 damage instead of a d6. Awesome. But a human can put +2 into Strength and get +1 to hit and +1 to damage with all melee weapons higher than any dwarf, and have the same con as that dwarf!
+1 to every stat is /strong/ in this system, especially with skills capping at +7, +2 to any ability of choice is also very strong.
Give the demi-humans +2 to their racial attribute so they can at least keep up.
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