Tony Vargas
Legend
Is it still a fallacy when the goal of the subject in question is to evoke tradition?You're basing your entire argument on the Appeal to Tradition fallacy.
Is it still a fallacy when the goal of the subject in question is to evoke tradition?You're basing your entire argument on the Appeal to Tradition fallacy.
Unless they reprint the relevant text in the new books, yes it is.Is it still a fallacy when the goal of the subject in question is to evoke tradition?
There's certainly been a lot of that, and you've strayed into it, yourself, above.* another consequence of the bell curve is that all creatures are not created equal! Any method that makes all PCs equal not only takes away the vast majority of valid concepts but also has sacrificed realism on the alter of game balance.
It's not that anyone's preference is a problem, it's that some claims made about a particular method are demonstrably not true.
Ive been DMing for many years now, and enjoy it very much. I just finished up Out of the Abyss, and it went great. However, it almost felt like we were "power gaming" by the end of the adventure path.
As I normally do with almost all my games, I allowed my players to roll their stats at the beginning of the game instead of using the point buy or standard array ability scores presented in the Players Handbook. However, during the course of the game, i often felt that i had to fluff monsters attacks, hit points, and damage just to keep up with the characters power surge.
Soon, i will be running the Tomb of Annihilation adventure path, and this time, i'm seriously thinking about mandating that players ONLY use the point buy or standard array methods of creating their characters ability scores.
I truly believe that rolling ability scores is more fun for players, and can create balanced characters with the "risk" of having a few bad stats...
...but, would you believe, that I've never seen a balanced character come to my table with rolled up ability scores? They all presented with above average stats for their characters with usually no bad stats, no negative anything, and at least an 18 score (or maybe two 18 scores) to start. Each and every player! This has even happened when the group is like at 5th level, and a character dies, and a player comes back with a new 5th level character with above average rolled up ability stats. You could say that this is "luck of the dice," but I'm thinking that's not the case...
You see, I want to trust my players. I don't want to accuse them of fudging/lying with their dice rolls, especially when it comes to ability stats. And i don't want to sit and watch them roll up their characters and police them. I'm not the kind of DM who micromanages players characters sheets. I generally trust that when they make their characters at home, they are rolling the dice honestly.
But no one has ever came with a character with like a rolled up ability score of an 8 or something like that. They've all presented with some pretty "lucky" dice rolls...each and every time with each and every character that they make.
One time, later in the game, my wizard wanted to poly-morph into a T-Rex but was disappointed because his strength score was too low. I had a druid who didn't like to shape shift because turning into a bear was sub-optimal compared to the other players with better stats!
So I'm just really thinking that this time, for the new campaign, to disallow rolling the stats.
Do you think this is too harsh?
Do you other DMs police your players?
How should this be handled?
Is it still a fallacy when the goal of the subject in question is to evoke tradition?
some claims made about a particular method are demonstrably not true.
First of all, I don't think the "demonstrably untrue" bits Arial was going on about were demonstrably untrue because of the EGGs old bell-curve discussion. (And I consider some of what she presents as unquestioned fact as demonstrably untrue - for instance, characterizing a collection of numbers as a 'valid concept,' it's not, it's a collection of numbers - there's nothing valid about straight 20s as a 'concept' it's just wanting to be the best at everything for the sake of the numbers, not the concept.)When people say things like
Then yes, it is a fallacy. You've decided to use a method from a different game as a basis for the argument. It doesn't matter if that game also happened to be labeled D&D.
There actually are rules for creating magic items, they're vague and evoke the classic game. There aren't explicit rules for randomly generating NPC stats, but the DM's prerogative to do so is clearly left open, and, the game's past, which 5e is actively trying to evoke throughout its design, is there, suggesting little else beyond 3d6 as a place to start in doing so.There are many, many things in 5E that were implemented for the sake of tradition and it's one of the reasons I like the game. Rolling 3d6 for commoner ability scores is not one of those things the developers chose to carry over, much like the rules for creating magic items.
OTOH, I'll argue that saves must work differently because they way they work now doesn't evoke the way they worked in 1e!I may decide that I want to implement a version of sanity checks from a Cthulhu game. That doesn't mean that I'm going to start arguing that saving throws must work in a different fashion because I implement a house rule.
First of all, I don't think the "demonstrably untrue" bits Arial was going on about were demonstrably untrue because of the EGGs old bell-curve discussion. (And I consider some of what she presents as unquestioned fact as demonstrably untrue - for instance, characterizing a collection of numbers as a 'valid concept,' it's not, it's a collection of numbers - there's nothing valid about straight 20s as a 'concept' it's just wanting to be the best at everything for the sake of the numbers, not the concept.)
There actually are rules for creating magic items, they're vague and evoke the classic game. There aren't explicit rules for randomly generating NPC stats, but the DM's prerogative to do so is clearly left open, and, the game's past, which 5e is actively trying to evoke throughout its design, is there, suggesting little else beyond 3d6 as a place to start in doing so.
Which just happens to be the game 5e tries so hard to emulate.We have rules for what to do for NPC ability scores that are perfectly serviceable. It's being argued that since they're light on details, we should default to the rules for a different game (D&D 1E).
The same logic would be that they'd 'default' to 1e, and they're actually a bit like they were in 1e - vague & DM-driven.The rules for creating magic items are quite vague, so if I use the same logic then the "default" rules for creating magic items should come from 3.5 since they were more detailed and gave specifics on how the creation worked.
Not really in disagreement, there. Preferences are personal, the game's history (and the current ed's hearkening to it) just is.I prefer point buy. In addition I don't think rolling a few 6 sided dice is a good method for modeling the ability scores of the general population nor is such a method stated as the default in 5E.
Can't claim credit for this one - it's a retype of a [MENTION=6871450]Wulffolk[/MENTION] idea, so as to compare it to other methods for range and average.Not a bad one, although I think I'd prefer it to be "replace lowest with a 4 if it's <4". Taking away someone's 18 because of your variant method would suck.
Averaage 12.5, about 3/4 of rolls between 11 and 15. Not bad.
The same logic would be that they'd 'default' to 1e, and they're actually a bit like they were in 1e - vague & DM-driven.