payn
Glory to Marik
Ah, yes I remember Suicide Randy the 137th.Yeah, for me, any stat generation method that precludes the possibility of a 3 is out the window.
Ah, yes I remember Suicide Randy the 137th.Yeah, for me, any stat generation method that precludes the possibility of a 3 is out the window.
Sure! Let me fire up Excel right quick. Full probability curves for the 4d6 Drop Lowest method have already been generated by Jasper Flick, and you can find them here. But that's not very helpful for comparison, since none of the other methods have any probability at all. So for the sake of this exercise, I'll use mathematical averages to measure and compare that "actual variation."I'd be interested to see how much actual variation comes from the most popular methods of character creation. And whether that ratio has changed much by, say, level 8 when everyone has had a chance at a minimum of two ASIs.
Well, that sounds more like you're against random character gen, which Lanefan's method is part of. That's fine, but his method ain't exactly what I'd call much in the way of book keeping.The randomness should happen in combat not chargen.
You need to record on sheet and then bust out rules to figure it out which currently makes zero sense. Percent at first level but then 3D8?Well, that sounds more like you're against random character gen, which Lanefan's method is part of. That's fine, but his method ain't exactly what I'd call much in the way if book keeping.
however, while that's true that the stats generated in pointbuy are 'better' by averaging them out and irregardless of if players recognise that, DnD is not a game that especially rewards players for diversifying their stat distribution into being a jack of all trades, so while a set may be technically be worse than a more even distribution it's peaks and valleys are rewarded more when put into play with the mechanics.I thought it was interesting that the further your selected numbers are from the mathematical average (12.05), the worse they are overall as a set. Which makes sense; that's how the law of averages works but not many players realize that.
Yep this. I wouldn't mind just four base classes...... On the condition that subclasses took almost the entire power budget and theme.I feel like the 'classes' in this case would have to be basically nothing and the subclasses be way more robust for any of this to be satisfying.
Just as an example, I play a bard was WAY different reasons than the 'Core Four'. Mostly because the Core Four aren't actually a good or inclusive range of fantasy archetypes for modern fantasy.
But did it really?Honestly I liked 1DnD's initial approach. Class groups with shared mechanics, which then got further split down into classes, and then into subclasses. It basically allowed the 'less classes' crowd to have what they wanted while not taking anything away from the people who enjoy 5e's classes.
Kinda.... It initially did something that wotc never actually drew attention to by talking about or mentioning it as more than coincidence until it was scrapped from lack of excitement. Namely every class had subclass levels at the same level.But did it really?
I mean on the face of it, sure, you could say "Look! Four groups! Warriors, experts, divine casters, arcane casters! Just what the Core Four crowd wanted!" But if you are then going to divide those four groups into four classes each and then divide each of those four classes into four subclass each... what are you actually creating that is that different?
So instead of a character gaining (for example) 8 features from Class (shared by every member of that class) and 4 features from subclass... they now get 2 features from Class Group, 6 features from Class and 4 features from subclass. Does that really give you anything much of note? Yes, Bards, Rangers and Rogues might now all share Expertise and Evasion (as an example) as a feature... but everything else is all still different between those "Experts". And don't we pretty much have this kind of thing already? Classes share Expertise, classes share Fighting Styles, classes share Cantrips, classes share Evasion.
To my mind, all Class Groups do is put a trio of classes together in a box for no real or useful reason... other than maybe descriptive purposes. But has description been the issue for people? Or the reason some people desperately want to go back to just Four Classes? I don't think so.
The only reason I see for condensing class numbers back down to four is to reduce the number of unique mechanics that are found. So instead of 12 classes all with (for example) 12 unique features each (including all manner of unique subclass features) for a total of like 144 total unique features across the entire class spectrum... you only have four classes with 12 unique features each, for a total of 48 total features. Which is fine if that's really what you want... but I will say that flies in the face of most players who keep wanting more and more player-facing splatbooks. Those splatbooks hand out more and more class and subclass features, which flies in the face of Core Four gameplay. If you want to make every warrior-type character a Fighter it means you want every character to have the exact same set of combat features/mechanics as every other warrior-type character (other than what you'd get from subclass)-- and adding a bunch of additional new rules and features from a splatbook that you can take to differentiate your warrior PC from another goes completely against that.
True. I get your point that it isn't going to make that group happy.But did it really?
I mean on the face of it, sure, you could say "Look! Four groups! Warriors, experts, divine casters, arcane casters! Just what the Core Four crowd wanted!" But if you are then going to divide those four groups into four classes each and then divide each of those four classes into four subclass each... what are you actually creating that is that different?
So instead of a character gaining (for example) 8 features from Class (shared by every member of that class) and 4 features from subclass... they now get 2 features from Class Group, 6 features from Class and 4 features from subclass. Does that really give you anything much of note? Yes, Bards, Rangers and Rogues might now all share Expertise and Evasion (as an example) as a feature... but everything else is all still different between those "Experts". And don't we pretty much have this kind of thing already? Classes share Expertise, classes share Fighting Styles, classes share Cantrips, classes share Evasion.
To my mind, all Class Groups do is put a trio of classes together in a box for no real or useful reason... other than maybe descriptive purposes. But has description been the issue for people? Or the reason some people desperately want to go back to just Four Classes? I don't think so.
The only reason I see for condensing class numbers back down to four is to reduce the number of unique mechanics that are found. So instead of 12 classes all with (for example) 12 unique features each (including all manner of unique subclass features) for a total of like 144 total unique features across the entire class spectrum... you only have four classes with 12 unique features each, for a total of 48 total features. Which is fine if that's really what you want... but I will say that flies in the face of most players who keep wanting more and more player-facing splatbooks. Those splatbooks hand out more and more class and subclass features, which flies in the face of Core Four gameplay. If you want to make every warrior-type character a Fighter it means you want every character to have the exact same set of combat features/mechanics as every other warrior-type character (other than what you'd get from subclass)-- and adding a bunch of additional new rules and features from a splatbook that you can take to differentiate your warrior PC from another goes completely against that.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.