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

jayoungr

Legend
Supporter
And also, underdogs are a matter of perspective. Is Bruce Lee the underdog in a martial arts competetion? No. Is he the underdog in a martial arts competition against the Z Fighters, many of whom can blow up mountains with their fists? Yes, he is clearly the underdog.
I think I get what the previous poster was saying, though; some people would like to play the character who would be the underdog in a martial arts competition. Rocky Balboa, to take a different movie parallel.

(This is not an argument for or against floating ASIs. My personal preference would be to have both options available: a suggested racial bonus to establish general trends and the option to replace it with a floating bonus to make an exceptional individual. I feel like that gives a good balance of flavor vs freedom. And fortunately, this is what we currently have in 5E.)
 

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Bill Zebub

“It’s probably Matt Mercer’s fault.”
I think I get what the previous poster was saying, though; some people would like to play the character who would be the underdog in a martial arts competition.

(This is not an argument for or against floating ASIs. My personal preference would be to have both options available: a suggested racial bonus to establish general trends and the option to replace it with a floating bonus to make an exceptional individual. I feel like that gives a good balance of flavor vs freedom. And fortunately, this is what we currently have in 5E.)

I would be 100% fine with a suggested racial bonus, and/or a "quick build" that uses that suggestion. I would have thought this would satisfy the need expressed by some posters to properly express (especially to new players) the idea that "elves are graceful", etc.

However, I specifically asked this question earlier in the thread, and some posters said that suggestion wasn't enough because it leaves it up to the players: fixed ASIs must be a rules option, so that DMs who wish to enforce these stereotypes have textual support for requiring it of their players.

(And while I don't agree with this particular goal, I can agree that if you want to enforce something in your campaigns, you get a lot less push-back from players if you can cite a rule. For example, I don't bother trying to ban rapiers, but if there were a rules variation in the DMG that excluded them it would be easier for me to say, "Hey, gang, we're going to go with this option in the DMG.")
 

Yaarel

🇮🇱He-Mage
I am glad there seems to be a respect for different playstyles.

Just like edition wars are inappropriate, playstyle wars are unhelpful.

Whether method actor, optimizer, grid tactician, world builder, casual, or whatever, the combination of wargaming and storytelling has always supported different kinds of roleplay gaming since the origind of D&D.
 

Maxperson

Morkus from Orkus
So if I burnt toast in your house that would be a problem? I'm using heat (which is all fire is) and creating smoke. But, burning toast is also very different than catching your house on fire.

So, which is the real issue? Damage to your likely expensive home (which could come from fire, water or wind) or fire and the smell of smoke? And hence, my point. You find the lack of realism unappealing. But it isn't just the lack of realism, because if it was, you wouldn't be fine with other things that lack realism. This particular lack of realism though is unappealing.
My issue is fire damage. I've told it to you. My daughter burns popcorn or overcooks things in the oven more often than I'd like, but that's only a minor irritation. I don't ban her from popcorn or cooking.
If you reward the things the ranger is good at, sure. I've got no problems with the Ranger in general, I just notice that Natural Explorer and Favored Enemy and Primeval Awareness are horrifically designed messes. An issue the wizard doesn't have, There is no feature the wizard is stuck with that is as actively detrimental to them as the PHB Ranger's Primeval Awareness.

And yes, 5e is quite forgiving, but that doesn't change the point that we shouldn't be okay with a class printed with multiple nearly useless abilities and poor design. And if you roll, and get less than a 16, well, you chose to roll. That's the risk that comes with potentially starting with a 20. But the baseline average the game is looking for is a 16. That is the mid-point.
I'm not understanding your issue with Primeval Awareness. What's detrimental about knowing what the dangerous stuff within 1 or 6 miles of you is? It's a nice 3rd level ability for the cost of one 1st level spell.

Ranger: "Be alert. There are 2 celestials, 1 dragon and 6 fey within 6 miles of us. The fey may only be a nuisance, if they bother us at all, and the celestials will likely be friendly, but we want to avoid the dragon if we can."
You have enough people agreeing with the same math, presenting their math and supporting their math... then yeah, that math is likely a pretty solid foundation to build on. Might not be perfect, but it very very solid.
It's completely arbitrary, though. You said they picked 65% as the number the baseline. They could have picked 60% or even 55%, but they liked 65% better, so they decided to assuming that 65% is the baseline.
And look at literally the next sentence where I explain why the designers altered the array to not exactly match, and showed the math where they did so. I mean, it almost literally looks like the designers took this average, the took away the 16 and made the lowest number an 8. Wonder why they would have taken the average roll nearly identically then made it the standard, static array. A mystery for the ages, after all, these numbers were just conjured out of thin air and reference nothing. Certainly not the average roll.

And, again, matching identically is not the point.
When you say that they are equal, then identical IS the point. Now you are saying that they are not equal, and with that I agree.
Um... yes? That would be expected that if you rolled 10 more times you could have wildly different results. For example, in your 10 rolls, which I'm assuming were either 3d6 or 4d6d1, you only had one array under the average. That is unusual. You's expect to see something closer to a third greatly over, a third greatly under, and a third around the mid point. Well, you would for 3d6 and a bell curve, 4d6d1 does skew flatter so you would likely see a lot more mid range numbers.

But, again, this is how statistics and probability work. This is why sample size matters. Because, if you rolled 10,000 times it would show the average. Roll 10 times and you can claim that there is an 80% failure rate in achieving the average, which is silly and just demonstrates how small and inaccurate a small sample size is.
10,000 times is probably the number of character's that you'd need to make in order reach average over all the rolls, but I'm going to be nice and cut it down by a whole lot. Let's say that it would only take 1000 rolls to show average. That's 1000 characters needed.

My campaigns run for about a year. That's more than most, though, so let's say that the typical campaign ends in half that time. 6 months. Groups are typically 4-6 players, so we'll say 5. So 5 players making characters that go for 6 months and needing to reach 1000 characters.

So 10 characters a year, carry the 1, add pie and then multiply by the air speed of a coconut laden swallow. 100 years! It will take that group 100 years of constant playing to hit 1000 characters and see average from rolling. Now, if it's only 1 person who doesn't play with a consistent group, it will take him 500 years.
Look man, I'm a teacher, but I'm not getting paid to teach you stats 101. If you are really going to go forward claiming that a sample size of 10 is sufficient to disprove the mathematically proven and graphed average, done by multiple websites by statistical analysis software... I can't help you. I don't care that it is "two campaigns worth" of characters. The point is that 10 arrays is no where near enough of a sample size to prove anything. You need hundreds and thousands of arrays to try and prove the average wrong.

And since using hundreds of thousands of rolls is exactly how some of these computer programs have proven the math and arrived at the averages... I don't think you would actually disprove them.
That's a pretty hefty Strawman of my position. I haven't been arguing what the average is for rolling. In fact, your argument above actually makes my case for me. MY point is that gaming groups are nothing BUT insufficiently small sample sizes. They will never see average from rolling other than an occasional roll here and there. They don't have sufficient time to become a large enough sample size for average to matter.

On the other hand, just how often does average happen with an array? 100% of the time. 1 character, 10 characters or 100 characters, they will all be average.
 

Yaarel

🇮🇱He-Mage
Keep in mind, the same reason that floating ability score improvements were added to Tashas, is the same reason that racist fixed ability scores cannot be the default rule.

The whole point is to eliminate reallife racist tropes from the D&D tradition. Whose Intelligence is assumed to be higher or lower is part of the undesirable racist tropes.

The closest one can suggest is that certain CULTURES award "prestige" to certian subclasses, which indirectly implies certain abilities be higher. But there are still many in the culture who belong to other classes with different high abilities. Also, there is dissonance between abilities and prestigious classes. For example, I view elves as mainly Bard, Wizard, and Druid, and none of these has anything to do with Dexterity, per se. Moreover, a hobgoblin culture might reward Wizard, an orc culture might reward Cleric, and so on. The abilities are remarkably useless to quantify a race flavor as a group. It generalizes too much to predict specific individuals.

In any group, every ability can have statistical outliers. There will likely be at least some orcs who start young with an Intelligence of 20. An individual who is one of these outliers will be exceptional at whichever subclass finds the ability advantageous.
 

Maxperson

Morkus from Orkus
The whole point is to eliminate reallife racist tropes from the D&D tradition. Whose Intelligence is assumed to be higher or lower is part of the undesirable racist tropes.
Show me how removing +2 charisma from tieflings eliminates a real life racial trope.
 

Bill Zebub

“It’s probably Matt Mercer’s fault.”
The whole point is to eliminate reallife racist tropes from the D&D tradition. Whose Intelligence is assumed to be higher or lower is part of the undesirable racist tropes.
.

I disagree. I think the whole point is to get away from the same old cliche character builds and encourage more exploration in character concepts.
 


Show me how removing +2 charisma from tieflings eliminates a real life racial trope.

If Tiefling are all +2 CHA, they are right when they say other races are ugly. Given "they are ugly" has been used against subsets of humanity, it evokes a racist trope, and making it true in the game world is offensive to some.
 

Yaarel

🇮🇱He-Mage
I disagree. I think the whole point is to get away from the same old cliche character builds and encourage more exploration in character concepts.
That characterization disagrees with what the designers have been saying, clearly.

Removing the fixed abilities has more to do with reallife race tensions. Moreover, younger players often have zero patience with old school sexism and racism.
 

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