D&D 5E Ability Score Increases (I've changed my mind.)

It's all about the intent that you have when playing the game. Some people play it to tell stories, others play it to win fights, get xps, get levels and magic items.

Just as with good and evil, it's not necessarily about the things you do, it's about the intent that you have when playing the game, because it colors everything that you do and the way you play.


Funny, I remember telling you I play the game for the stories, and make my characters for the stories. And you telling me that since I made something mechanically optimal I must be lying because I must only really care about mechanical optimization.

Intent matters... except when you decide that we are liars because our actions show "the truth"
 

log in or register to remove this ad

This might be true if ruleslawyering had not been completely discouraged by other features like fuzzy rules and setting the DM firmly on decision making, not the players. But the combination of these features diminish it so strongly that it has completely disappeared from any game that we have played since 5e came out.

This doesn't seem consistent with my experience: I saw many threads here and in other forums about what the rules actually meant, and people pestering Crawford on twitter for trying to discern the intent through the natural language... If it was clean and easy to use natural language, these threads would be very few. Same with people argueing about dictionary definitions. I don't think the problem disappeared, I just think it moved from "threads about technical definition and rule lawyering" to "threads about dictionnary and designer's intent".

(with regarding to the GM having to provide advance notice on rulings pertaining to characters abilities)
No he does not. IF you think that the rules say this, prove it to me.

Why being so defensive?

The right spirit of the game, as explicitely stated and which causes no problem whatsoever to our groups is that, when the player tries something, he will ask the DM what he does and accept the ruling. The rules themselves tell you so. So why would the player insist that some rules are absolutely to be followed and others not ?

Knowing what happens when he casts fireball is akin to knowing what happens when a guy in real life walks down a flight of stairs or when a car mechanics repairs a car: it's using a common ability. Of course, one could die when walking on stairs (thousands, maybe millions, of people die this way each year [12,000 in the US alone]) and by the rule, the GM is totally empowered not to have said beforehand that he'll be asking for Acrobatics check to use stairs. You're right that the no rules written in the book forces the GM to provide advance notification on his rulings about characters abilities. I relied on a "natural language" use of the word "must".


However, I amend it by saying that "not providing advance notifications on rulings pertaining to characters' well known abilities to interact with the world, such as walking down stairs or the effect of a known spell they routinely cast or, for martial, rulings on how to deal with underwater fights in an underwater campaign, being precised that the three examples here are just example and the reasoning should be examined without leaning on disproving any of these three particular illustrations, will lead to the player thinking his GM is bad because, since the only thing he controls is his character, he'll need to know what the character knows about his abilities in order to engage the world".

And again, technical character building is not the point of the game. If you think it is, please prove it, but it's not necessary at all for a game "about storytelling in worlds of swords and sorcery".

The idea that you describe your actions (storytelling) makes it necessary that you know your abilities to avoid making silly decisions, and that can't be known beforehand without the GM being explicit on this in session 0. For a character in the game world, jumping from the 3rd floor on the saddle of a horse and fleeing has an expected result. There is a part of randomness and risk, but they vary around a median point. In swashbuckling stories, it's a standard move, that might fail, of course, but will more often than not end up in the daring escape of the heroes. In the real world, or in a gritty campaign, the expected result might be a severely injured horse. Which will be applicable to your character? Of course, you should ask your GM. But in order for genre emulation to be possible, and for the player to decide on a course of action, the player needs to know what his character abilities are. If I want to play a character modeled after a Muskeeter or Zorro, I'd jump and expect to have to make a reasonable DC acrobatic check, the specific number left to determine to the GM . If the GM answers: "let's calculate your fallling damage, then the falling object damage sustained by the horse, oh, he's dead, so there is no point, really, in rolling Acrobatics to know if you can ride him without a penalty on the next round", it would be fine by the rules of the game, but then I wouldn't have jumped in the first place if I knew it was totally outside the character's (and horse's) possibility. And without advance notice, there is no way for the player to decide on his course of action. A character won't know if he will succeed, but he'll generally know if something is possible in-universe and generally if it's "hard" or "manageable", much like we know we can cross a small road on foot and be generally safe but we wouldn't do that on a highway. If I was expecting to play a swashbuckling hero, that the concept wasn't vetoed, and yet all the rulings during this campaign were unsupportive of this playstyle, I'd feel "betrayed" -- this is too strong a word but I am just echoing what was said before, personnaly I'd just be slightly displeased -- by the GM: if he had been explicit about his rulings, I'd have seen the campaign was much more realistic and probably envisioned another character, more fitting to the shared story. If a player think Acrobatics is used to climb up falling stones like Legolas in the Hobbit, he'll envision a nimble character very differently than if he's told beforehand that Acrobatics is to the splits. This has very little to do with "technical character building" but everything with "storytelling", which mean having a character able to take part in the story.

Letting player know in advance what their character knows about the world they live in (ie, giving advance notice on ruling on character's powers and abilities) is the way to do that. Of course, there is a middle ground, where the GM will offer the possibility to retract his action "are you sure you're casting a frost ball in the middle of the library? The books will all burn as they are flammable and your character knows that his frost ball put things on fire?" but it's often too late for the player to retroactively choose another spell to learn at level 3, not because he wanted more power (both will do 8d6 damage), but because he wanted to play a "nice" character who avoided collateral damage and wouldn't have taken fireball in the first place if he had known substituting damage type wouldn't solve that spell's problem in urban environment. It has nothing to do with powerbuiding but simply to allow decision making by the player and imagining characters that fit in the story, "sword and sorcery" isn't enough of a qualifier to ensure that GM and all the players have the same fantasy world in their mind.
 
Last edited:

Congratulations. That doesn't mean it is impossible, and I'm also curious why it must be the same 6 numbers? Having two people with 15, 14, 13, 12, 10, 8 is a problem, but having two people one of whom has 15, 14, 13, 12, 10, 8 and the other 15, 14, 13, 12, 11, 9 isn't a problem? Why not, why is your sense of what abstract numbers players can have on their sheets this highly tuned?
Yep. Just very, very, very unlikely. If those numbers were rolled, there's no problem. I can't remember that ever happening, either, though. It's almost as the more realistic method almost never results in the much more unrealistic arrays for everyone at the table.
Ah yes, the classic "I make all the rules, and only problem people don't like them" combined with "If you don't like it my way, leave"
I play to have fun. Arrays are not fun for me. Result, either be one of the people that likes rolling or don't play at my table. You should have fun, but not at my expense and vise versa. It's simple courtesy, not dictatorship like your making it out to be.

If knowing that rolling is a problem for you, you agree to play in the game I run and then try to change it, YOU are the one being the problem person, not me.
Had a DM who refused anything other than rolling. They tried it out, found the guy was a tyrant, and left. And know we have you, who when pressed about why this is a house rule has admitted it is only because you personally find the array to be unappealing on an aesthetic level, therefore no one is allowed to use it.
Ahh, the False Equivalence defense. One person did it, so everyone who uses rolling as the only stat generation method are like him.
And since your only reasoning is personal taste being enforced at your table under the belief that your rules shall always go unchallenged unless the player wishes to be kicked from the game, then no, I don't think they should.
You think I shouldn't enjoy the game I run.

Well, guess what else I do? Big bad tyrant me will never run Eberron. I dislike it as a setting. I won't ever run any of the magic settings, either. I'm such a dictator to refuse something that I dislike aesthetically. I'm purposefully taking away the players right to make Eberron and MtG characters, and as you've argued, I shouldn't ever be able to prevent them from making whatever PC they want! I'm so horrible.
Your issue is that you find it unrealistic that people share a similar range of abilities. Which I put forth is a terrible reason to exclude an option. It is equally unrealistic that every Rogue knows theives cant, where did they learn it? But I don't remove it from the game just because I don't find it terribly realistic.
I hate rogues cant and have never as a DM used it. No player that I've played with since 1e or maaaaaaybe 2e has ever tried to use it to identify other rogues. That and druidic are so lame that nobody uses them. I haven't had to ban them, because players in multiple groups self-banned them.
And your issue is even more egrgious, because I've demonstrated that with a small sample size like what you have, with a small slice of the potential population who pursue the career of adventuring..., then yes, it is perfectly realistic to find people with a similar range of abilities.
You've not demonstrated that at all. You've certainly made the claim, though.
Or the +1 from human. And yes, that will result in all strength based fighters having a very similar level of strength. Exact as far as the game is concerned.
The game doesn't care if your fighter has a 14 strength at 1st level or a 20. Beyond the math assumption of 14 or higher anyway. The game assumes rolling and so it can't assume higher than that.
But, here is the issue Max, you see it as "exact" but you are forgetting that DnD isn't real life.
Not once, no. Have never forgotten that, ever.
I can't demonstrate a fighter with a 16.32 strength compared to one with a 16.754 strength. We've already shown that to model real life we would need a scale from somewhere around 0.0001 to 200 strength
So you accuse me of forgetting that D&D isn't real life, then prove yourself wrong with the next sentence. Nice!
Obviously little nuance differences are going to be lost when you abstract the math to this degree.
The differences between 14 and 20(starting assumed range of prime stat due to rolling being default) aren't little nuances.
So, no, your two 16 strength fighters don't "actually" have the same strength, they just have the same representation of that abstract concept, because we can't model it accurately.
Um, yes, yes they do have the same strength. The game says so. They get identical abilities. If your argument was correct, a +2 to strength would result in just another gradation of 16, rather than an actual increase to the number.

You're literally arguing that if two people go through the same training, they are both, regardless of build or individual effort during that training, going to come out with an identical strength score due to "realism"(in quotes because it's not realism), but somehow gaining 4 levels with identical, but far less training and activity is going to allow one to get a full +2 to strength and the other to gain +2 wisdom.
Except it isn't neccessary. You just have to fast forward the farmboy a few years later, after he has either gotten some training or self-taught himself. Yes, you are skipping some of the story, but that is "backstory" anyways, just like you had to skip all the training the wizard did, because the wizard absolutely requires training.
How dare you dictate to me the player that my farmboy has to get training or experience before first level. You can't control me. I'm the player and only I get to say anything about my character. He picked up his sword and walked out the door a 1st level fighter! ;)

And no, I can play a wizard savant who learned his magic by observing a wizard cast a few spells and practicing a little bit, like some real life savants are able to play the piano perfectly after just hearing it played and practicing a little bit..
Fine, but the point was never that he was. I just used the term Lancer to talk about how archetypes are easily recognized, and you went on this side rant about how Driz'zt was always the main character.
There's no apostrophe there. It's Drizzt.

239372.jpg

So which physicality or mental ability led to all dwarves learning to use axes and hammers? Or learning blacksmithing, brewing, or masonry? Where is the lore that makes it clear that these were absolutely not culturally learned traits?
Never argued that those were not culturally learned SKILLS. They are and I have said so. This discussion is about racial ASIs.
 

So other than one typical dwarf in metal armor casting wall of fire, all the others examples would be surprising.

So, what about the dwarf in metal armor casting wall of fire tells the intelligent enemy that they are a wizard or warlock and not a cleric? One is surprising, and the other is not, and it can't be the armor, the weapon or the wall of fire, so what does it? What surprises them?
Well, depends on how many dwarven cleric of the forge there are in the base core rule.
Guess what? None.
Still, even if Dwarven cleric of the forge were in the core rule does not mean that they are a common sight.


Oh, I agree with that. I agree that the fixed ASIs at the table have made it so only like three dwarven concepts get played, that's why I don't like Racial ASIs to be fixed. But here are a whole bunch of people telling me I'm wrong because every concept was always viable. You yourself have stated that a dwarven wizard with a 15 INT is viable, so if they are viable why are they so shocking?

If any dwarf with a 15 or 14 INT can make a good wizard, then why are these intelligent monsters shocked to see a dwarven wizard? They should be just as common as elven or human wizards, right? Or, are they shocked because those characters aren't viable? And therefore, making more viable concepts is a good thing.
Good? Good?
No, acceptable. Not optimal as you yourself says as they do not have "16" in intelligence.
But the whole point of not having a 16 is that to be as good as the races that have access to that 16, you have to work harder.
Not having a bonus in a stat does not prevent you from doing it.


Right in what? You are arguing out both sides of your mouth. On one hand, Fixed ASIs giving you a 15 or 14 INT mean that you almost never see a dwarven wizard, because they aren't good at it. On the other hand, 15 or 14 INT makes a perfectly good dwarven wizard who can adventure just fine.
No. Again you are wrong just by ignoring previous posts and focussing only on what catches your fancy in possibly proving me wrong.
When something does not come as easy as something else and that your heroes are not these kind of heroes. You go for what your "race" and "culture" is good at. Here in Quebec, we have almost no basketball players. But tons of Hockey players. Does not mean we can't be good at it and that some do not try it. It is just that we are simply not interested in basketball. And since we do not flock to it, if someone wants to be as good as someone in the states (going professional); that person will have to work a lot harder and will even have to move to USA. The same parallel goes for the classes you mentioned. When your "race" and "culture" do not encourage you to do something, you do something else. It is this fight to strive for both recognition and fame that fixed ASI encourages. It brings a lot more RP than floating ASI. If everyone can do everything, then no points in having different races or cultures.

You want it both ways, and it doesn't work that way. If they make fine adventurers anyways, then they aren't rare. If they are rare because they don't make fine adventurers, then Tashas is solving a legitimate problem.
That is your claim. Not mine. TCoE is a pile of d**g. In many ways. Not a lot worth using in there. But that is my appreciation. You do not have to share it.
And adventurers of any races are already rare! Otherwise, they would be all over the place.


You are the only one trying to make the core books the end all and be all of DnD, and locked into a single generic setting. I want the core books to cover as many settings as possible. So, your argument of "limit the discussion to the area where I am right and have declared must stay so that I am right" doesn't hold a lot of sway with me.
Nooooope. Core books are the only thing you are sure that everyone here will have. Additional splat books are just that. You do not need them to play the game they are optional! I repeat: Optional. I do wish to discuss optional things in the game that are not part of the core books.

Humans are also magic. Dwarves are magic. Gnomes are magic. Tielflings are magic. Ect ect ect

Again, you seem to be locked in your own view of the game world with no consideration for how that game has changed. Seeing a dwarf doing magic is no more shocking than seeing an elf do it.
But humans and dwarves do not have the same reputation that elves do. Or thiefling. Dwarves have the exact opposite reputation. So I am right in that regard. My views do not have to change as they are already in sync with what most people (whether they play D&D or not) believe. And even among those who play D&D my beliefs are quite spread accross all the editions. You are the one who wants to change things.

You want change in your games? Fine, go for it man. I encourage you to do it. But do not force your views uppon others. What I tell you is that with current setting in rules and lore, Dwarven wizards (and anything related to either Dex, Int or Cha) is not fully encouraged. It is not discuraged as you can always do it. But you have to know that your character will have to work harder to achieve the same thing than characters with a head start will. But you will eventually catch up and might even surpass them. That is what leveling is for. What a dwarf loses in spell saves, he wins with better armor and better hp. There is a trade off. With floating ASI there is no trade off. No risks, no struggle. What a bland, tasteless way to create a character that is supposed to be uniquely special.

Nah, keep your floating ASI. I'll keep my fixed ones.
 
Last edited:

But for some reasons, being reminded that the first official words of the game are "The Dungeons & Dragons roleplaying game is about storytelling in worlds of swords and sorcery."

Don't put storytelling at the forefront of your games if you don't like it, heck, don't do any of it, I really don't care. But pretending that the words are not there (while still revering all the technical words in the book as the holy RAW) is certainly showing some bias in reading.

The language that you are quoting as the intent of the game designers is just...basically the definition of a Role Playing Game, meant to explain what rpgs are to beginners. Other games

4e

The adventure is the heart of the D&D game. It’s like a fantasy movie or novel, except the characters that you and your friends create are the stars of the story. The DM sets the scene, but no one knows what’s going to happen until the characters do something— and then anything can happen! ...D&D is a cooperative game in which you and your friends work together to complete each adventure and have fun. It’s a storytelling game where the only limit is your imagination. It’s a fantasy-adventure game, building on the traditions of the greatest fantasy stories of all time.

Call of Cthulhu

The Keeper’s role is a little like that of a director making a film in which the actors don’t know how the story will develop. To extend that analogy, the players are like actors who have the freedom to improvise their own scripts...Gaming is a social pastime. If you want to use your imag- ination alone, you could simply read a book. However, be warned! When a number of people get together coopera- tively, they build a communal fantasy far more interesting and imaginative than a single person can—and the joint effort results in an extremely fun and satisfying experience for all involved. Together you create and develop a story in which each of your investigators plays a leading role.

Vampire the Masquerade

Vampire is a game of make-believe, of pretend, of storytelling. Although Vampire is a game, it is more about storytelling than it is about winning. If you've never done this kind of thing before, you may be confused by the whole premise of a storytelling game. Once you catch on to the basic concepts, however, you'll find that it isn't all that strange, and is, in fact, eerily familiar


So, including a basic, "this is what a role playing game is," in the introduction doesn't tell us a lot about how the game actually functions.

From your description, I don't think our group plays dnd in a way that is fundamentally different from how you play. No one in my group is a powergamer. But what I would say, is, "system matters." I agree that dnd should be about rulings not rules...and that OSR games, with fewer rules, do a much better job of realizing that in practice, compared to 5e. I agree that narrative progression is more interesting than getting a power up...and that Dungeon World is a better game for leaning in to narrative, compared to 5e.
Really ? You have statistics ?

You may have heard about this little character-driven actual play dnd game called "critical role"? I think it's quite popular...
 

Funny, I remember telling you I play the game for the stories, and make my characters for the stories. And you telling me that since I made something mechanically optimal I must be lying because I must only really care about mechanical optimization.

Intent matters... except when you decide that we are liars because our actions show "the truth"

You have told me many things, to which I have replied I think quite fairly in general, in particular when I was telling you that one of the reasons for me not to allow the power gap to widen is in particular to avoid your bad experience about playing a character that you had designed for story and which ended up, in your view, underpowered.

In the end, I really think that you had a bad experience with that story character and that what happened (I don't know, as you have not replied to that post, whether the other characters were really optimised or not) has caused you to start compromising on your story, and start, in turn, using the technicalities of the game to be mechanically optimised. Which, again, is fine, but, in my book, should not have happened, should not have needed to happen. Because the simple truth in life is that if you have an ideal (story) and compromise it for whatever reason (I'm not saying that feeling awkward during an entire campaign is not a good reason, mind), in the end, you are no longer true to that ideal, that's all.

Be true to your ideas, and if you must compromise, make sure that the others understand that you are compromising and that they participate in the compromise as well, that's all. But before that, make sure that you understand that you yourself are compromising, and why.
 

So, including a basic, "this is what a role playing game is," in the introduction doesn't tell us a lot about how the game actually functions.

But then, you actually read the rules, and you see the natural language, the fuzziness, the DM's role and you understand how the intent was actually translated into the game.

From your description, I don't think our group plays dnd in a way that is fundamentally different from how you play. No one in my group is a powergamer.

If you guys are aligned about your style of play, it's all what matters. But from long experience, having powergamers in a group which is not can lead to tensions if it's not adressed properly.

But what I would say, is, "system matters."

And I don't say that. You know why ? Because I've played basically the same type of game ever since BECMI. Editions changed, systems changed, and we played the same. We even ported campaigns from one system to the next without change.

And by the way, since you quote Critical Role before, this is exactly what they did, moving from PF to 5e, and did their game change ? No, it did not (if you believe them, and I do), because the system does not matter that much when you are playing in story mode instead of technical mode.

Again, I agree that it's not bad in itself to play in technical mode, and I agree that then, system matters. But it's not mandatory.

I agree that dnd should be about rulings not rules...and that OSR games, with fewer rules, do a much better job of realizing that in practice, compared to 5e. I agree that narrative progression is more interesting than getting a power up...and that Dungeon World is a better game for leaning in to narrative, compared to 5e.

I do agree to a certain extent, and it's true that 5e is in itself a compromise, they streamlined and simplified a lot, but still wanted to cater for players of the two previous editions, hence the few technical rules remaining, and the options like grids and such.

But one thing for me is important, it's the characters, because one of the great weaknesses of OSR is that characters are very bland out of the box, without skills and capabilities. And it's not about the technical effect of these capabilities, it's about what you do with them in the story, and even more importantly, making sure that some character classes (spellcasters) do not have all the fun of doing magic and extraordinary things.

You may have heard about this little character-driven actual play dnd game called "critical role"? I think it's quite popular...

I don't have time to watch thousands of hours of YouTube, I have only watched a few episodes, but I liked the lesson about the system that does not matter, see above.

However, first I'm not aware that Floating ASIs are used there (but then I have only watched a few episodes of the 1st season of Vox Machina), and the other thing is that this is still not statistics at all...
 

This doesn't seem consistent with my experience: I saw many threads here and in other forums about what the rules actually meant, and people pestering Crawford on twitter for trying to discern the intent through the natural language... If it was clean and easy to use natural language, these threads would be very few. Same with people argueing about dictionary definitions. I don't think the problem disappeared, I just think it moved from "threads about technical definition and rule lawyering" to "threads about dictionnary and designer's intent".

And did you see the designers clarify things ? No, for two obvious reasons:
  • They keep to the spirit of the game as designed, which is to leave these decisions to the DMs.
  • They don't feel that they need to provide more, as these pestering ruleslawyers don't prevent the game from being extremely successful (so why change things).

(with regarding to the GM having to provide advance notice on rulings pertaining to characters abilities)
Why being so defensive?

Where is the defensivity here ? YOu are making a totally unsustained claim, I ask to see proof, which, by the way, you still have not provided. So I consider myself vindicated.

Knowing what happens when he casts fireball is akin to knowing what happens when a guy in real life walks down a flight of stairs or when a car mechanics repairs a car: it's using a common ability. Of course, one could die when walking on stairs (thousands, maybe millions, of people die this way each year [12,000 in the US alone]) and by the rule, the GM is totally empowered not to have said beforehand that he'll be asking for Acrobatics check to use stairs. You're right that the no rules written in the book forces the GM to provide advance notification on his rulings about characters abilities. I relied on a "natural language" use of the word "must"

Perfect then.

However, I amend it by saying that "not providing advance notifications on rulings pertaining to characters' well known abilities to interact with the world, such as walking down stairs or the effect of a known spell they routinely cast or, for martial, rulings on how to deal with underwater fights in an underwater campaign, being precised that the three examples here are just example and the reasoning should be examined without leaning on disproving any of these three particular illustrations, will lead to the player thinking his GM is bad because, since the only thing he controls is his character, he'll need to know what the character knows about his abilities in order to engage the world".

If it was the case, it would indeed be a problem, but it's not what is happening here. The player asking about this is not asking at all about his relationship to the world, he is only concerned as to which option will make his character technically more powerful. In most cases, he probably doesn't even want to engage with the world, just add to his DPR.

The idea that you describe your actions (storytelling) makes it necessary that you know your abilities to avoid making silly decisions, and that can't be known beforehand without the GM being explicit on this in session 0. For a character in the game world, jumping from the 3rd floor on the saddle of a horse and fleeing has an expected result. There is a part of randomness and risk, but they vary around a median point. In swashbuckling stories, it's a standard move, that might fail, of course, but will more often than not end up in the daring escape of the heroes. In the real world, or in a gritty campaign, the expected result might be a severely injured horse. Which will be applicable to your character? Of course, you should ask your GM.

There you go, no problem. BUt you know that, in general, it's sufficient for the DM to tell you "this is going to be a heroic campaign, feel free to try anything heroic" or "this is going to be a blood and steel campaign, don't try anything not "realistic" as it will fail". For me, it's enough to get a feel about what to try or not.

Wanting more details about all the potential edge cases that will in all likelihood not even happen in the campaign is just wasting time that could be used playing. And after that, why don't you just trust your DM?

The reason is simple, because these people are not concerned about the game world or their actions, but just whether this will combo with another ability for more power so that they can repeat it time and time again.

But in order for genre emulation to be possible, and for the player to decide on a course of action, the player needs to know what his character abilities are. If I want to play a character modeled after a Muskeeter or Zorro, I'd jump and expect to have to make a reasonable DC acrobatic check, the specific number left to determine to the GM . If the GM answers: "let's calculate your fallling damage, then the falling object damage sustained by the horse, oh, he's dead, so there is no point, really, in rolling Acrobatics to know if you can ride him without a penalty on the next round", it would be fine by the rules of the game, but then I wouldn't have jumped in the first place if I knew it was totally outside the character's (and horse's) possibility.

How about, when it happens, just ask whether it's a reasonnable course of action or if you're taking risks ? Why do you feel the need to know that, in advance, at session 0 ?

Again, no need except to plan a build for more power.

And without advance notice, there is no way for the player to decide on his course of action. A character won't know if he will succeed, but he'll generally know if something is possible in-universe and generally if it's "hard" or "manageable", much like we know we can cross a small road on foot and be generally safe but we wouldn't do that on a highway. If I was expecting to play a swashbuckling hero, that the concept wasn't vetoed, and yet all the rulings during this campaign were unsupportive of this playstyle, I'd feel "betrayed" -- this is too strong a word but I am just echoing what was said before, personnaly I'd just be slightly displeased -- by the GM: if he had been explicit about his rulings, I'd have seen the campaign was much more realistic and probably envisioned another character, more fitting to the shared story. If a player think Acrobatics is used to climb up falling stones like Legolas in the Hobbit, he'll envision a nimble character very differently than if he's told beforehand that Acrobatics is to the splits. This has very little to do with "technical character building" but everything with "storytelling", which mean having a character able to take part in the story.

The problem is that, in my experience, it loops. Because his players are powergamers, the DM is extremely careful about allowing something a bit "extra" to a character because he knows that, once he opens the door, he will have all the players rushing in to repeat the feat and take advantage of it with further combos. Vicious Circle.

I, on the other hand, with the types of players that I have, have absolutely zero hesitation in letting them try and often succeed, because I know that it will never come back to hit me in the face by players trying to abuse the ruling. Virtuous Circle, I actually let them make the rulings, and they will self-limit it ot the specific circumstances.

Letting player know in advance what their character knows about the world they live in (ie, giving advance notice on ruling on character's powers and abilities) is the way to do that. Of course, there is a middle ground, where the GM will offer the possibility to retract his action "are you sure you're casting a frost ball in the middle of the library? The books will all burn as they are flammable and your character knows that his frost ball put things on fire?" but it's often too late for the player to retroactively choose another spell to learn at level 3, not because he wanted more power (both will do 8d6 damage), but because he wanted to play a "nice" character who avoided collateral damage and wouldn't have taken fireball in the first place if he had known substituting damage type wouldn't solve that spell's problem in urban environment.

Do you really have players that make that choice because of danger in an urban environment ? Honestly ?

Because the only people that I've seen taking that feat were actually (to link to another thread) to avoid being stuck with fire damage because of monster resistances that they have all read through in the MM...

And the halfling sorceress in my Avernus Campaign, when, once in Avernus, she realised that devils were indeed immune to fire and that most of her spells would be useless (and had to wait a few levels in hell without it). And that is a player who knew that, from the name of the campaign, she would be going to hell, but still she took fire spells for the first few levels because it fit her idea of the character. But when she took the feat, she certainly did not ask me about other effects to the environment.

It has nothing to do with powerbuiding but simply to allow decision making by the player and imagining characters that fit in the story, "sword and sorcery" isn't enough of a qualifier to ensure that GM and all the players have the same fantasy world in their mind.

Honestly ? Because, once more, all the people that I've seen asking this question on forums were powergamers complaining that the DM had not done what they expected and were obviously entitled to, and that the DM was by default a bad DM.
 

The idea that you describe your actions (storytelling) makes it necessary that you know your abilities to avoid making silly decisions, and that can't be known beforehand without the GM being explicit on this in session 0. For a character in the game world, jumping from the 3rd floor on the saddle of a horse and fleeing has an expected result. There is a part of randomness and risk, but they vary around a median point. In swashbuckling stories, it's a standard move, that might fail, of course, but will more often than not end up in the daring escape of the heroes. In the real world, or in a gritty campaign, the expected result might be a severely injured horse. Which will be applicable to your character? Of course, you should ask your GM. But in order for genre emulation to be possible, and for the player to decide on a course of action, the player needs to know what his character abilities are. If I want to play a character modeled after a Muskeeter or Zorro, I'd jump and expect to have to make a reasonable DC acrobatic check, the specific number left to determine to the GM . If the GM answers: "let's calculate your fallling damage, then the falling object damage sustained by the horse, oh, he's dead, so there is no point, really, in rolling Acrobatics to know if you can ride him without a penalty on the next round", it would be fine by the rules of the game, but then I wouldn't have jumped in the first place if I knew it was totally outside the character's (and horse's) possibility. And without advance notice, there is no way for the player to decide on his course of action. A character won't know if he will succeed, but he'll generally know if something is possible in-universe and generally if it's "hard" or "manageable", much like we know we can cross a small road on foot and be generally safe but we wouldn't do that on a highway. If I was expecting to play a swashbuckling hero, that the concept wasn't vetoed, and yet all the rulings during this campaign were unsupportive of this playstyle, I'd feel "betrayed" -- this is too strong a word but I am just echoing what was said before, personnaly I'd just be slightly displeased -- by the GM: if he had been explicit about his rulings, I'd have seen the campaign was much more realistic and probably envisioned another character, more fitting to the shared story. If a player think Acrobatics is used to climb up falling stones like Legolas in the Hobbit, he'll envision a nimble character very differently than if he's told beforehand that Acrobatics is to the splits. This has very little to do with "technical character building" but everything with "storytelling", which mean having a character able to take part in the story.

Letting player know in advance what their character knows about the world they live in (ie, giving advance notice on ruling on character's powers and abilities) is the way to do that. Of course, there is a middle ground, where the GM will offer the possibility to retract his action "are you sure you're casting a frost ball in the middle of the library? The books will all burn as they are flammable and your character knows that his frost ball put things on fire?" but it's often too late for the player to retroactively choose another spell to learn at level 3, not because he wanted more power (both will do 8d6 damage), but because he wanted to play a "nice" character who avoided collateral damage and wouldn't have taken fireball in the first place if he had known substituting damage type wouldn't solve that spell's problem in urban environment. It has nothing to do with powerbuiding but simply to allow decision making by the player and imagining characters that fit in the story, "sword and sorcery" isn't enough of a qualifier to ensure that GM and all the players have the same fantasy world in their mind.

Want to pull this out and say "YES! EXACTLY!"

Stories are full of things that are ridiculous and could never actually happen. From people getting up and limping to the next fight after landing on a car from the second-story window to shooting a bullet that bounces off another bullet to shoot around a corner. So, as players, we need to know which version of "reality" we are dealing with.

But, again as in other places, DMs like to keep it vague, and so when I ask "Can I do X" with the intent of "Is X even a reasonable thing in this universe" I often get "I don't know, roll and find out". Or when you use a spell and then some unexpected side-effect happens and the just shrugs, because it turns out you don't even know your own abilities well enough to tell what they can and can't do.
 

Want to pull this out and say "YES! EXACTLY!"

Stories are full of things that are ridiculous and could never actually happen. From people getting up and limping to the next fight after landing on a car from the second-story window to shooting a bullet that bounces off another bullet to shoot around a corner. So, as players, we need to know which version of "reality" we are dealing with.

But, again as in other places, DMs like to keep it vague, and so when I ask "Can I do X" with the intent of "Is X even a reasonable thing in this universe" I often get "I don't know, roll and find out". Or when you use a spell and then some unexpected side-effect happens and the just shrugs, because it turns out you don't even know your own abilities well enough to tell what they can and can't do.

Oh yes, sure, because asking whether a fireball turner to cold and still causing books to burn or the or the price of an artificer's gauntlet are obviously about needing to know the version of reality the players are dealing with. Sure...

Come on guys, who are you trying to fool here ? These are purely technical questions from optimisers wanting to decide upon their build.

Where I agree with you is that there many flavors of fantasy, and it's critical that these are shared at the start of the campaign. Just take note that, by default, and as the DMG puts it "Heroic fantasy is the baseline assumed by the D&D rules.", so adventurers are heroes and do heroic things. So yes, if it's dark fantasy, sword and sorcery with less heroics and less magic, epic fantasy, the players indeed need to know.

But the technical details above used to choose a minor power in the help of (ab)using other powers ? Again, come on...
 

Remove ads

Top