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D&D 5E Should D&D go away from ASIs?

Should D&D move away from a system of increasing ability scores as you level up?

  • Yes. You should get generally better as you level up, not stronger.

    Votes: 39 27.1%
  • No. ASIs are awesome and fun.

    Votes: 79 54.9%
  • Other. I will explain in the comments.

    Votes: 19 13.2%
  • I don't want to go among mad people.

    Votes: 7 4.9%

  • Poll closed .

JonnyP71

Explorer
You mean the aging process that did nothing for fighter-types and actually made them worse with age?

Yes.

But so what...

At age 50 people *are* generally weaker/slower/less healthy than when they are 25 - but they are also wiser.

Plus the expectation in AD&D was that characters tended to retire to their strongholds when they reached the 10-15 level range - as Fighters started younger than other classes, and depending on the campaign pacing, could easily be level 8-10 in their early 20s, that still leaves them plenty of time before physical skills begin to deteriorate.

Mages on the other hand were often already in their 30s before they started adventuring, so the shift into 'middle age' would happen earlier in their adventuring career, thus they would experience the +1 to intellectual skills/-1 physical while still adventuring, and thus benefit from it.

Plus - it *felt* right to me, and still does. I prefer a game with at least a semblance of a grounding in reality. That's why the early medieval feudalism of Greyhawk floats my own personal boat, and AD&D 1E is still my game of choice.
 

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Horwath

Legend
I'm against ASI. only feats.

Like they did in Pillars of eternity PC game.

You get your scores at start and only improve by some magic item.

You get "feat" only by leveling.


I'm currently retweaking races to all have no ability bonuses, and ASI's are used by feats only. If you want "half feat" take two of those instead of ASI when you get it.

Also starting abilities would be raised to point buy standard+race bonus+all ASI's in 20 levels.
This will make characters stronger because they will have all ASI's from start and gain feats while leveling in addition.

Starting abilities for every character would be in array, same for everyone. Amount depends on power level you want in campaign.

I.E:
starting(and in many times endgame abilities) could be:
20
18
16
14
12
10

arrange in any order.

You can always lower one ore more of those by 2 if you want lower powered PCs.
 

Lanefan

Victoria Rules
I would call an "automated" a "dead level" as well. Sure, a level could give nothing, but a level that only gives HP, proficiency increases, it doesn't serve a purpose other than stretching out the game. Like for example, most proficiency last over multiple levels. So you don't even gain that in some levels, you just get HP. Why not increase the base HP given out to compensate and subtract those levels from the maximum total.

It's not that other games don't do this either. There are plenty of "tighter" D&D variants that range from 1-5 or 1-10 or 1-15 because they've simply removed the "spacer" levels. Progression is steeper, but the solution there is just higher XP requirements per level.
I can see the idea here, but two things cause me concern.

One is that if there becomes too much difference between each level we're right back to the problems of 3e where characters of different levels had trouble running in the same party, where 5e currently does a nice job of allowing for a varied-level party. I do individual xp and over time as characters come and go the levels slowly drift apart, which I don't mind at all.

The other, for my game anyway, is that I still have level loss as a thing...this would make it even more of a menace than it is now. :)

If you follow the adventures-per-day guidelines, it hands out a lot of XP fairly quickly, and the low XP requirements of 5E cause you to blow through the early levels really fast. Especially if you award XP for non-combat encounters (which I did as habit from 4E encounter design, and I feel it encourages players to put more energy into non-combat encounters). Doubly so if you want to up the ante and run harder fights.
Ah, now I see.

As DM, though, you could always double or triple the amount of xp needed for each level to slow things down if you like...

Meh. IRL-decade long campaigns don't interest me. They never have. I'm firmly in the boat that WotC did the right thing with making all their campaigns designed to be completed within a year. I think that's a good amount of time for a campaign. Sure, if you want to revisit the same gameworld and have more campaigns, that's cool too, but ending games also gives time to play other games, for other people to DM and if there's an "end" every year or so, that's a good time to switch out.
I come at it from pretty much the opposite viewpoint, in that my ideal goal when starting any campaign is that it will last until a) nobody wants to play in it any more or b) I die.

World design is a lot of work, and I do it pretty much from scratch for each new campaign; I prefer to only have to do it once*. Along with this comes a complete review and partial rewrite of the whole game system, based on what worked or didn't in the campaign just ended - again, a big pile of work.

* - so far it's been about once per decade.

I don't see a single adventure path as being an entire campaign by any means, though one can build several different APs into a long campaign and find ways to interweave them...though if it's a published AP one has to do a lot of work to flatten out the expected level curve.

One can (and IMO preferably would) have several PC parties in the world where you jump now and then from playing one group to another, and where these parties can meet, interact, switch characters, influence each other's adventures, and so forth. (though a word of caution: the DM has to be very careful about timelines) Players might also come and go...of the four players who started my current campaign only one remains, I'm down to three total right now but have had as many as seven (in two groups on different nights) going at once; and so far thirteen different players have been involved at one time or another in this game.

And they've gone through a staggering number of characters, much of which came early on when youth and enthusiasm (two players) and old age and alcohol (the other two) threw caution and wisdom to the winds on a weekly basis...and some would say little has changed in the 9 years since...and that's what makes it fun! :)

Yeah, that's part of it too. I wouldn't mind a return of epic "levels" I think what I'd like to see is a system similar to Star Trek Online. Once you hit level cap, you're done, no more levels. But each time you earn enough XP to have gotten from the 2nd to last level to the max level again, you get a specialization point. I mean, I guess that's kinda the way E6 does it, but it's be E20? I guess the "boons" can provide this service too, but once you run out of base levels, I think any continued growth should be largely story-based.
Or just make it open-ended, but each new level after a certain point (18? 20?) takes a great deal longer to achieve than the one before...a steeper j-curve on the required xp, in other words.

I mean...you could go dual-class? If every PC was two classes and leveled up in them every other level it'd stretch the game out over another 20 levels...but with a dramatic power increase I think.
Yeah, that's certainly an option too; though I find multi-class characters tend to want to become single-character parties as they have less need of the others in the party to provide abilities they don't have. If everyone's single-class then they need a party around them, and the whole can become greater than the sum of the parts.

Lanefan
 

Quartz

Hero
“ability scores largely stayed the same as you advanced in level (other than magic items, or certain one-shot occurrences, such as the Feast in Chateau D'Amberville).”

Sorry, I'm not following you. Yes, that's what was said in the OP, but there were plenty of adventures that gave PCs ways of increasing stats. For example there were the fruits in the Temple of Tharizdun.
 

Sorry, I'm not following you. Yes, that's what was said in the OP, but there were plenty of adventures that gave PCs ways of increasing stats. For example there were the fruits in the Temple of Tharizdun.
Adventures aren't really part of the game, itself. The same thing is true of any supplements, really. You may have played through an adventure (or more than one) which gave you the opportunity to raise your stats, but that doesn't mean anything to someone doesn't go through that specific adventure, and there's no way that they could have possibly known or expected that any given adventure might work that way.
 


S

Sunseeker

Guest
I can see the idea here, but two things cause me concern.

One is that if there becomes too much difference between each level we're right back to the problems of 3e where characters of different levels had trouble running in the same party, where 5e currently does a nice job of allowing for a varied-level party. I do individual xp and over time as characters come and go the levels slowly drift apart, which I don't mind at all.

The other, for my game anyway, is that I still have level loss as a thing...this would make it even more of a menace than it is now. :)
That's possible. I think what would mostly keep things in line is that there'd simply be less for any single character to ever get. The range of variance between players at different levels in the same group would be smaller and differences would be less well...different.
Like, imagine proficiency only went 1-5. You got a bump every other level. So that's a range of 10 levels. That would be 2 feats in the current system, 3 for humans. (4 for fighters I think? 5 for human fighters?) But there'd also be fewer class features. Players COULDNT get far apart, unless someone was nearly max level and someone was level 1 or 2. As long as everyone was within 2-3 levels of each other, they'd only have a range of 1-2 points and maybe a feat.

Ah, now I see.

As DM, though, you could always double or triple the amount of xp needed for each level to slow things down if you like...
I have and do when I'm running my "infinite dungeon". But I run that so rarely these days.

I come at it from pretty much the opposite viewpoint, in that my ideal goal when starting any campaign is that it will last until a) nobody wants to play in it any more or b) I die.

World design is a lot of work, and I do it pretty much from scratch for each new campaign; I prefer to only have to do it once*. Along with this comes a complete review and partial rewrite of the whole game system, based on what worked or didn't in the campaign just ended - again, a big pile of work.
Making campaigns is somewhat troublesome for me, making worlds is not so much, but at this point I have made one world and as I come up with more campaign ideas (assuming they don't require a specific setting) I just fill in the open spaces in my world. There may be years worth of campaigns, but they all have a reasonable end-point to allow me to take a break and other people time to play other games.

I don't see a single adventure path as being an entire campaign by any means, though one can build several different APs into a long campaign and find ways to interweave them...though if it's a published AP one has to do a lot of work to flatten out the expected level curve.
IMO, the only differentiating factor between an AP and a Campaign is scale and scope. There's some muddy water between the two when you get into large APs that cover many smaller quests and much of the setting world. I think most of the 5E published Campaigns certainly qualify as at least lite-campaigns. They're more ambitious than most APs, but they're a much tighter railroad than many campaigns.

One can (and IMO preferably would) have several PC parties in the world where you jump now and then from playing one group to another, and where these parties can meet, interact, switch characters, influence each other's adventures, and so forth. (though a word of caution: the DM has to be very careful about timelines) Players might also come and go...of the four players who started my current campaign only one remains, I'm down to three total right now but have had as many as seven (in two groups on different nights) going at once; and so far thirteen different players have been involved at one time or another in this game.

And they've gone through a staggering number of characters, much of which came early on when youth and enthusiasm (two players) and old age and alcohol (the other two) threw caution and wisdom to the winds on a weekly basis...and some would say little has changed in the 9 years since...and that's what makes it fun! :)
Campaigns are like books to me. I like to finish them. But I have not had the life stability to stick with one game for years on end, so I don't like the idea of sitting down to read a book, only knowing I'd need a 5-year-plan for my future just to get to the end.

Or just make it open-ended, but each new level after a certain point (18? 20?) takes a great deal longer to achieve than the one before...a steeper j-curve on the required xp, in other words.

Yeah, that's certainly an option too; though I find multi-class characters tend to want to become single-character parties as they have less need of the others in the party to provide abilities they don't have. If everyone's single-class then they need a party around them, and the whole can become greater than the sum of the parts.

Lanefan
Yeah, I agree with that. And I don't have a rightly good solution to it either.
 

Remathilis

Legend
I'm against ASI. only feats.

Like they did in Pillars of eternity PC game.

You get your scores at start and only improve by some magic item.

You get "feat" only by leveling.


I'm currently retweaking races to all have no ability bonuses, and ASI's are used by feats only. If you want "half feat" take two of those instead of ASI when you get it.

Also starting abilities would be raised to point buy standard+race bonus+all ASI's in 20 levels.
This will make characters stronger because they will have all ASI's from start and gain feats while leveling in addition.

Starting abilities for every character would be in array, same for everyone. Amount depends on power level you want in campaign.

I.E:
starting(and in many times endgame abilities) could be:
20
18
16
14
12
10

arrange in any order.

You can always lower one ore more of those by 2 if you want lower powered PCs.

So every first level PC has a +5 to his primary stat and a +4 to his secondary, as well as 4 feats as he levels? Make sure you adjust monster stats to accommodate the power increase...
 

Horwath

Legend
So every first level PC has a +5 to his primary stat and a +4 to his secondary, as well as 4 feats as he levels? Make sure you adjust monster stats to accommodate the power increase...

Of course.

you can make it

18
16
14
12
12
10

or any other array you think it's needed for desired power level.

But idea is to go away with ASI over levels, and to remove racial ability bonuses so you are not forced into optimal race/class combo.
There will always be races favorable to some classes, but abilities should be neutral in that aspect.
 

Yardiff

Adventurer
Don't remember if this was mentioned.

You could have classes give stat bonuses on choosing them. Fighter gives +1 or 2 to str or dex and +1 to con and so on. This would lessen the need for ASI's to a degree.
 

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