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D&D 5E Assumptions about character creation

Chaosmancer

Legend
I'm not saying it does. The chances are the same no matter what you pick. The chance that you'll roll the same thing when you pick orc and when you pick elf, however, is very low.

... um, do you mean the chances of rolling the same thing twice in a row? You are right. That is low.

That is also not the point.

Let us go ahead an posit this. The chances are the same, no matter which race you pick. So, if I pick ahead of the roll, or if I pick after the roll, it does not affect the roll, correct?

So, if I roll a 14, and my goal was to get a 16, am I better off choosing a race with a +0 or a +2?

the +2, because then I will achieve my 16, and the +0 will not achieve that number.

So, if I need to pick a +0 or a +2 before I roll, and my results of rolling do not change based off of my choice... then clearly I am still better off picking the +0. Because I might roll where that +2 matters, and my roll results don't change, so getting that +2 is better than not getting it.
 

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Lanefan

Victoria Rules
Not my expeirence. After a while, we just start feeling sorry for the person missing, and trying to encourage them.
Maybe we're just crueler, except the player doing the missing often joins in - if not leads - the jokes and laughs about it. :)
It isn't nearly that bad no.

But where I'm pushing back here is this idea that repeated failures don't suck for the person involved.
"This too shall pass" becomes the mantra... :)
Sometimes losing streaks just gnaw away at you, it makes you feel like the success you did get were flukes. And this is why some of us push for that mechanical parity. If we know that at least we are on as good a footing as possible, 16 in our main stat, proficiency, then at the very least we know we've gotten as good of a chance as possible. And I know that it doesn't prevent cold dice. Everyone knows that.

But if I can be nervous about my changes to succeed when I have a +6 to the roll, then it feels like a farce to even roll with a -1.
Now this is interesting, as it points to vastly differing player-side expectations.

There's what I'll call the Eeyore approach (or, perhaps, the gambler's approach), where failure is the norm and successes or wins thus become highlights worthy of celebration.

And there's what I'll call the Vince Lombardi "winning isn't everything, it's the only thing" approach, where success is expected as the natural state and failure is frowned on. Everything's a highlight - which means nothing is.

To a not-extreme extent, I prefer the Eeyore approach.
 

And there's what I'll call the Vince Lombardi "winning isn't everything, it's the only thing" approach, where success is expected as the natural state and failure is frowned on. Everything's a highlight - which means nothing is.
I'm not how the second sentence follows from the first - are you saying that if you hit more often than you miss, your no longer care about hitting or missing?
 

EzekielRaiden

Follower of the Way
More common, perhaps, but not exclusive - some "born unlucky" adventurers will survive despite their "unluckiness". And it's fun to see, for those who like cheering for the underdog.
Sure. But the whole point was people (including yourself, IIRC) saying that such "born lucky" people would be super rare, would be unnatural to be found in a community of (NPC) adventurers, etc. So: is it unnatural for there to be so many "lucky" adventurers, or not?

I largely agree here, and I wonder if part of the problem is that the game's terminology use and the common meanings are getting in each other's way.<snip>There's an argument to be made that if something has a 90+% success chance and failure carries no real danger then just let it happen and carry on.
Right, but those are two different conditions--lumping them together may be a problem. Even if it isn't, though? There's two things at play here. On the one hand, sure, if you're pretty confident things will work, just go ahead with things etc. But on the other, not having some stakes on some of these things means you're making it so these "born lucky" types really do achieve 100% success rates (or close to it) rather than having faults. In other words, this practice if overused creates the very problem you cite!

It's when failure carries a real danger that even the most trivial tasks need to be looked at e.g. you're climbing a ladder (trivial task) but if you get unlucky and fail those ghouls are gonna catch you... :)
Depends. It certainly sounds like MoonSong wants failable rolls with zero stakes other than "having difficulty doing ordinary tasks," so what should we make of that?

It'd be a refreshing change, now and then, from "You emphatically, unequivocally, consistently can't be stopped" which 4e-5e play tends toward at anything other than very low levels.
I mean, I cited my experience with 4e for a reason. I've had retreats (even up to high Heroic; I haven't had an opportunity to play higher levels, but I've heard reports of the same from other players). I'm not saying that things aren't safer in 4e than in (say) LL--just that your characterization here is, basically, "You literally never lose ever." And that's flatly false. (Incidentally, this is a case where the fact that a personal story isn't "data" is irrelevant: you're making a universal claim, "you never lose in 4e," so an individual instance is enough to prove the universal claim isn't correct.)
You're not getting it. I don't care what the specific numbers are - 10% vs 30%, 65% vs 85%, whatever; or how they relate to the specific game system - my point is the mere presence of that amount of difference between them makes the higher "born lucky" and the lower not.
Except that the numbers involved DO matter. That's MY point. You can't divorce this from the numbers themselves. The actually achievable numbers are 60/80, but you're making a comparison as though it were 60/99, or worse. And it's not. Maybe only a 20 percentage point gap is enough to

You're conflating success with contribution. They are not the same!

Contribution is in the attempt to do something. Does a Fighter who stands into melee and manages to miss on every single swing she takes still contribute? Hell yes. Or a Rogue who can't get in to a combat due to lack of space but who instead keeps watch behind is still contributing, even if there's nothing back there to see. Not contributing is to attempt nothing. The Rogue who, instead of keeping watch, just tunes out until the battle's over contributes nothing because he isn't even trying.
I don't agree, but I don't totally reject what you're saying. See, the thing is? The fighter who misses an attack is still doing a thing, it's just a thing that didn't work as intended. The Rogue who is "keeping watch" isn't doing anything in the first place...unless the DM is going out of her way to make "keeping watch" mean something, because that has no definition in the system. It's not actually furthering any objectives, unless the DM makes objectives that it applies to. That's why it's what I disparagingly called "begging the DM"--it's only contribution when the DM goes to the effort of making it a contribution.
I'm not a statistician so I've no idea why you'd divide by anything.
I've done the derivation, it's long and boring and I doubt you care. The short version is that when looking at sample means and sample standard deviations, you get more accurate results by dividing by one less than the sample size, as opposed to parameters (which describe the entire population), where you use the entire population size. The relevant fact is that each time you have a sample size of 1, you would divide by 0, which breaks everything.

If I have 47 anecdotes
Stop. You don't. You have one anecdote in multiple parts: your personal experience. All those different games/characters/situations have at least one obvious confounding common factor, you. (And by your own admission, you've played pretty consistently with the same group, which is yet another thing that means your anecdotes aren't distinct data points, but rather the same data--your game group--with a long time to them.)

Anecdotes only become data you can do any real work with when they're collected systematically across a representative sample. "The 47 games I've played with my game group of 30 years" is neither representative of anything but itself, nor collected systematically. Inductive reasoning derived from your personal experience, no matter how lengthy, isn't data. It is, at best, a singular data point--which is where the "sample size of one" problems come in.

But what this does indicate beyond question is that it can be done, because it has been done; and therefore can be done again. What I'm arguing against is a system that prevents it from being done again because that system is designed to not allow that situation to arise in the first place.
First, no one is arguing for preventing things as far as I'm concerned--hence why I spoke of the asymmetry before. (I welcome examples of characters that cannot be articulated in 4e because it has slightly higher average scores than something like LL.) More importantly, this isn't nearly as much of a point as you seem to think. That is, you can't just leap from, "well, I had more fun with a low-stat character" to "having fun with low-stat characters is easier/better/etc." All you've done is shown it CAN be fun...but ANYTHING can be fun, and if the thing you're talking about COULDN'T be fun you wouldn't even bother defending it in the first place. That something can be fun is an incredibly weak argument in its defense.

True average on 4d6k3 would be 12-12-12-12-13-13 or 12-12-12-12-12-13.
Actually, no! As Anydice has shown (and I think was referenced above), the actual average of 4d6k3 is something like 16, 14, 13, 12, 10, 8. This is exactly the argument I was making earlier, that it's really easy to confuse the perfect average with actually likely results. Even though a 16 is pretty high on 4d6k3, not getting at least one 16+ is unlikely.

I don't even try to square it, because I see that advice as being horrible, and as something that I would never wish to promote or support.
Okay so...again, it's really hard to discuss a game with you when you reject whatever parts of it don't suit you, and don't bother to mention this, as if we're all already specifically discussing Lanefan's version of every edition.

Hypothetical example<snip>
Okay so...how does this actually integrate with the things you said? You seem to be in agreement that we can expect the lucky (and, specifically, the "born lucky") to predominate as adventurers--you expect that "only the lucky survive." Yet you also expect that...the unlucky will make lots of rolls, or...something? These expectations are not particularly compatible, unless (as I've said already) you expect there to be a great many characters that fail very frequently (and often fatally) in order to balance out the survivor bias.

Also: the fact that high stats do not guarantee survival is entirely specious. Of course they don't, it's a probabilistic game where there is a non-zero chance of instant death some of the time. Thus, a non-negligible portion of the time, instant death will occur even to those, as you say, "born lucky." No one is saying it's a guarantee of survival. Instead, it's that because the "born lucky" have a statistically higher chance, over time, they predominate. Just like evolution, where sometimes creatures with a beneficial adaptation die before reproducing, and sometimes creatures with a non-beneficial adaptation survive to reproduce, but overall creatures that have beneficial adaptations will be over-represented.

I was measuring survival time, in terms of adventures survived/appeared in. I could measure in terms of sessions played (I have those numbers too, or at least the data to generate such) but digging down and analysing to that degree of granularity is extremely tedious: these aren't in any database, I do it all by hand.
Obviously, any work you do on this front is up to you. But "number of adventures" sounds like a good way to miss relevant details. That is, a single adventure might have seven of your characters appear in it, but only one survived it, which is quite related to previous stuff I mentioned (like "I'll watch it die" x12 before I get to see one survive.)
And at some point every character either perma-dies or perma-retires
No disputes there? Not sure why you bring it up.

It's also probably worth noting that my campaigns go on for many years
I would envy you if it weren't something I'm specifically told not to do. I have longed to find a long-runner 4e game. I had one, as I mentioned before, but it died due to real life issues for the DM. I've been unable to find one since.

I have no idea what all those numbers mean in what I quoted.
My point was that it is quite easy to end up with something like "oh, look, 20% of all surviving characters were low-stat, while 30% of all surviving characters were high-stat. Clearly it doesn't matter much." Except that the actual survival rates really do still favor the high-stat characters (just not to an overwhelming extent because nobody has a high survival rate in old-school D&D).

4e's EL system assumed 4 or 5 PCs all of the same level and wealth, and with each 'role' represented.
While that was preferred, it wasn't even slightly required. I have played 4e lacking every role (individually) except Defender, and twice lacked multiple roles (controller/striker and controller/leader specifically). Things still work. Yes, there's a wider variance as one would expect. But the numbers still work. That is a huge part of why I love 4e's rigor. It really did allow you to break some of its assumptions--not 100% of everything all the time ever, of course, but it wasn't nearly as rigid as its critics characterize it to be.
Better, I say, that DMs learn by trial-and-error right from the start; as they're inevitably going to need that skill eventually anyway.
Looping back to the stealth thing: I don't actually think this works as well as you think it does! I'm pretty sure many DMs literally never realize how they cause some of the problems they experience. I could, of course, field some anecdotes of my own on this one, but that wouldn't be particularly effective. Instead, I'll present it as: why do we have ongoing problems with stuff like iterative probability (the "stealth" problem) and properly managing resting/conflicts, if this stuff is supposed to be so easy to pick up via trial-and-error?

I'm not saying that learning by doing is bad, by the way. Just that trial-and-error requires that you be able to see where your errors are and change your behavior to correct them. Both parts of that can be quite dicey with DMing, which is so deeply personal to so many!

By the same token, a system full of save-or-dies can always have some of them toned down or stripped out entirely - it runs both ways.
Except that you're wrong. I mean, you're technically correct, in the sense that it is possible to comb through a ruleset to pick out all the raisins. But it's a hell of a lot of work to remove raisins from that bread, and you're quite likely to accidentally run into one you missed. On the flipside, inserting them where they aren't present is as easy as making a custom monster, which people will do either way.

It's the same thing as the "I want zero to hero" problem. You wouldn't believe (well, actually, maybe you would believe) how many DMs insist on starting at 1st level, no matter what campaign they run, no matter how much experience they have with a system, no matter how much advice or suggestions point to doing other things. I have seen this ruin campaigns, because new players couldn't cope with the lethality of low level 5e. But because the designers chose to make 1st level the most lethal level of the game, this is now something many have been saddled with, and which is hard to escape from. Heck, you yourself think it's a terrible idea that should never be practiced! But a system could just as easily cater to the desire for "zero to hero" play (in fact, it could specifically work to make that experience far richer and more suited to fan desires!) by having actual "zero levels" or "apprentice levels" or whatever, where you explicitly aren't heroes and should be constantly afraid of death etc. Having such a system, placing it front and center without any denigration or sidelining, would mean that all the people who insist on starting at 1st level because it's 1st level and not for any other reason, would get a game that doesn't punitively impact new players just learning the ropes, while still having full, friendly support for those who hunger and thirst for that high-lethality experience.

I take it you're not a fan of 'rogue-like' computer games, then. :)
Not even remotely. There is exactly one roguelike I have enjoyed long-term: Desktop Dungeons. Literally every other roguelike I've played (including FTL, Rogue Legacy, the Doom roguelike, Darkest Dungeon, and (arguably) Hand of Fate) I have sooner or later soured upon because it is just so. punishingly. difficult. My successes never matter and I just always hit a skill wall eventually that I feel hopeless to overcome. Pretty much every time I've run into a situation where, after many hours of previous play, I'll sit down to play for a few hours to unwind, and I make zero progress whatsoever in that entire multi-hour span, and I ask myself, "Why am I doing this? I'm not having fun. I'm not even getting in-game achievements. This is supposed to be fun, but all it feels like is depressing work."
 

EzekielRaiden

Follower of the Way
"This too shall pass" becomes the mantra... :)
As one of my fellow players once said, "If logic could resolve the problem, it wouldn't be a problem in the first place." Saying that that is the mantra doesn't help. It doesn't make the response go away. If I could will the response away, we would never even have had this conversation.

Now this is interesting, as it points to vastly differing player-side expectations. There's what I'll call the Eeyore approach (or, perhaps, the gambler's approach), where failure is the norm and successes or wins thus become highlights worthy of celebration. And there's what I'll call the Vince Lombardi "winning isn't everything, it's the only thing" approach, where success is expected as the natural state and failure is frowned on. Everything's a highlight - which means nothing is. To a not-extreme extent, I prefer the Eeyore approach.
So...firstly...you do realize that Eeyore is very specifically an uber-pessimist cynic who is almost never happy about anything? I'm not sure he's the one you want representing your position when it is quite literally his job (in most stories) to find the cloud for every silver lining...even in the animated version, where he's much more compassionate, he clearly believes it's futile to even try to oppose the others' plans.

That aside, and jmartkdr2's question as well (as he's already asked it at least as good as I could): What about the person who needs enough success to make the journey feel worthwhile, AND enough failure to make the journey feel like it could have gone differently? That is, the two sides you've presented seem to be favoring either success or failure and treating the other thing as an aberration. I don't. I need both things, with roughly the frequency and pacing to be interesting and evocative while still making me feel like my time is well-spent. And that's why a rigorous system is so good; following its rules in general helps to forestall the little errors that a lack of guidance often induces, and you are always free to break those rules when it leads to something better. Just like the rules of writing: they exist in order to make better writing, so you not only can be SHOULD break them when doing so makes better writing. That doesn't mean the rules are useless and that we'd get better prose by just having all young writers write whatever and however they feel like. You learn the rules so that you can learn how to not use the rules.
 

Chaosmancer

Legend
There's what I'll call the Eeyore approach (or, perhaps, the gambler's approach), where failure is the norm and successes or wins thus become highlights worthy of celebration.

And there's what I'll call the Vince Lombardi "winning isn't everything, it's the only thing" approach, where success is expected as the natural state and failure is frowned on. Everything's a highlight - which means nothing is.

To a not-extreme extent, I prefer the Eeyore approach.

And that can entirely be chalked up to individual personality. And, if I am going into everything expecting to fail... doesn't sound like a fun game.

If I break out a board game that takes 20 minutes to set up and tear down, and an hour to play, with that attitude I'm basically saying "I'm going to spend over an hour and a half doing something I expect to fail" and that just seems like a waste of an hour and a half.
 

Azzy

ᚳᚣᚾᛖᚹᚢᛚᚠ
I don't consider 3d6 to represent the average person. There's been no reason to think so, since basic D&D was the last time this was suggested as a way of making characters.

If you prefer PCs to be unexeceptional, it makes just as much sense to say that the average person is generated by 4d6 drop lowest.
I've always looked at it that 3d6 was representational of the average person but 4d6-DL was representative of the average adventurer.
 

Lanefan

Victoria Rules
I'm not how the second sentence follows from the first - are you saying that if you hit more often than you miss, your no longer care about hitting or missing?
If I hit so often that a miss becomes noteworthy, hitting ceases to be anything special and instead becomes routine...and thus boring.
 

Chaosmancer

Legend
If I hit so often that a miss becomes noteworthy, hitting ceases to be anything special and instead becomes routine...and thus boring.

See but this doesn't make sense.

Let us imagine for a second that I go to a gun range, I pull out a rifle and I begin shooting at the target. If I hit 15 out of 20 times, a miss is noteworthy.

This is also one of the standards for passing a CCW test in certain states, being able to hit the target 15 out of 20 times at a set distance. So, we have said that an accuracy rate of 75% is needed to considered compentent enough to be given a CCW.

If competence is boring... why are you trying to play a competent person? Fighters are professional soldiers. Combat is very different from practice, this is true, but if they are expecting to miss more than 25% of the time... are they really a professional who knows what they are doing?
 

Lanefan

Victoria Rules
So...firstly...you do realize that Eeyore is very specifically an uber-pessimist cynic who is almost never happy about anything? I'm not sure he's the one you want representing your position when it is quite literally his job (in most stories) to find the cloud for every silver lining...even in the animated version, where he's much more compassionate, he clearly believes it's futile to even try to oppose the others' plans.
Eeyore doesn't celebrate his victories when he gets them, is the main place he diverges from what I had in mind, thus my parenthetical addition of the 'gambler' reference.
That aside, and jmartkdr2's question as well (as he's already asked it at least as good as I could): What about the person who needs enough success to make the journey feel worthwhile, AND enough failure to make the journey feel like it could have gone differently? That is, the two sides you've presented seem to be favoring either success or failure and treating the other thing as an aberration.
Those are the two extremes, perhaps, and it's a question of toward which do we want to tend and-or how accepting of failure are we.
I don't. I need both things, with roughly the frequency and pacing to be interesting and evocative while still making me feel like my time is well-spent. And that's why a rigorous system is so good; following its rules in general helps to forestall the little errors that a lack of guidance often induces, and you are always free to break those rules when it leads to something better. Just like the rules of writing: they exist in order to make better writing, so you not only can be SHOULD break them when doing so makes better writing. That doesn't mean the rules are useless and that we'd get better prose by just having all young writers write whatever and however they feel like. You learn the rules so that you can learn how to not use the rules.
Here I disagree.

Often the very best of work comes from those who don't yet fully know the rules or in some cases even know any rules exist.

A gaming friend of mine wrote an adventure module in the early 1980s, maybe a year after he'd started DMing and before he really had a clue about principles or "rules" of adventure design beyond what character-level range to design for. It's still the best homebrew module I've ever seen and would more than hold its own with any published modules then or since.

A better example is music: look how many bands are at their creative best when they're just starting out, before they learn all the 'rules' or maybe even fully how to play their instruments (cf Sex Pistols), and then slowly get worse as they learn the rules and start conforming to them.
 

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