The Soloist
Hero
TSR's Gammaworld 4e (1992) introduced ascending armor and it was well received. If TSR had published the 3e of AD&D in 2000, it's not unreasonable to think they would have used ascending armor.
Or you have positive, beneficial modifiers that add to the number you're rolling under. AC is 15, and a +3 bonus to hit would make the AC 18, now roll under that. Then you just have to get everyone to remember to say that out loud each turn, which, good luck with that.Which is the issue.
It's not that descending AC is bad
It's that if you do descending AC, you can't use modifiers because they'd have to be negative but beneficial. And D&D fans like modifiers.
Those two types of players would probably be happier playing different games, perhaps under different GMs.I've had GMs who will say the number. I've had GMs who won't. I've had GMs who do both.
There was a whole tangent on another thread exactly about this, whether or not a GM should have consistent numbers for this sort of thing. In this case, if the GM says "this is a rain slick wall" on one occasion and "this is a very smooth, rain slick wall," then different modifiers are fully acceptable. If the GM doesn't describe it that way (or at least has that in their notes, but forgot to mention it) but has different penalties, it can be acceptable to call shenanigans, or at least be miffed due to lack of consistency.
But yes, I agree that those two things would probably have different modifiers.
But anyway, much of the rest of this doesn't really have much to do with why some people don't like roll-under systems; it's all about game design.
OK, I don't quite think you get it here. I'm going to assume worst-case scenario here: you had your heart set on playing a cleric who could dish out large amounts of melee damage, but due to the way your game's chargen worked, you were stuck with a Strength of 9, and had to readjust, and are cool with the readjustment.
Here's the thing: not everyone thinks like you. For a lot of people, getting stuck with a character they don't want is terrible. Especially if they made up a background ahead of time, which a lot of gamers do. Not everyone is into characters whose story emerges through play.
And that's why many people don't like roll-under systems, particularly when combined with games that are actively designed to produce low numbers to roll under.
My favorite version of Gamma World.TSR's Gammaworld 4e (1992) introduced ascending armor and it was well received. If TSR had published the 3e of AD&D in 2000, it's not unreasonable to think they would have used ascending armor.
I don't know the source argument, but it sounds like he's not critiquing game mechanics or writing, but art direction, suggesting earlier takes in art direction were better for some reason (not necessarily just because nostalgia). Art is inherently aesthetic and often subjective, so its fair to admit when a style doesn't do it for you. I have bought games before where I never could get anyone to play them because the art style dissuaded my players from considering it. That said....I would not lump 5E (either edition) in that boat. The art style is pretty decent overall, even if everyone in the 2024 PHB does look like they are tripping on something.My point isn't that people shouldn't liek what they like, but rather they should play the game they like rather than constantly complaining that the current game isn't the old game. Just play what you like.
This thread was inspired by a poster literally saying that they would give the current game a try if only it used the old art. Literally used the old art.
That is what is exhausting. Just play 2E or whatever.
And people wonder why gaming discussions with conservative gamers is so infuriating?
And yet IM(very long)E people have little to no trouble figuring it out and working with it. Part of that might be that much of the arithmetic is done by the DM; all the player really has to know regarding AC is lower is better and a bonus makes it lower.Right, that's why I said that descending AC was still a little bad. But it becomes much worse when you also have modifiers where sometimes a minus means it gets better (lower) and sometimes a plus does.
Odds are very high - for things like this that come up relatively infrequently - a player won't remember the penalty from last time, this time. Depending how many beer I've had, I might not remember it either and make up something on the fly.I've had GMs who will say the number. I've had GMs who won't. I've had GMs who do both.
There was a whole tangent on another thread exactly about this, whether or not a GM should have consistent numbers for this sort of thing. In this case, if the GM says "this is a rain slick wall" on one occasion and "this is a very smooth, rain slick wall," then different modifiers are fully acceptable. If the GM doesn't describe it that way (or at least has that in their notes, but forgot to mention it) but has different penalties, it can be acceptable to call shenanigans, or at least be miffed due to lack of consistency.
But yes, I agree that those two things would probably have different modifiers.
Making up a background etc. ahead of time and getting one's heart set on it is in my view a cardinal sin. Not my problem if people do it and then regret what follows when the dice don't co-operate.OK, I don't quite think you get it here. I'm going to assume worst-case scenario here: you had your heart set on playing a cleric who could dish out large amounts of melee damage, but due to the way your game's chargen worked, you were stuck with a Strength of 9, and had to readjust, and are cool with the readjustment.
Here's the thing: not everyone thinks like you. For a lot of people, getting stuck with a character they don't want is terrible. Especially if they made up a background ahead of time, which a lot of gamers do.
The issue isn't the presence of a great long backstory, it's the presence of it before even rolling the character up. Once the character's rolled up - and note that the roll-up process includes choosing or rolling some background elements such as age, past professions, some life skills, etc. - then go to town with its pre-adventuring backstory if you like; I've even got some charts and tables that can help with that if you want (e.g. if you want to random-roll for how many siblings you have if any, what your parents do (or did, if now deceased), and so forth).Not everyone is into characters whose story emerges through play.
Yeah, see, with most of the people I've gamed with, creating the background ahead of time is the only way to make your character, and it's coming into the game without even the most basic idea of what you want that's the cardinal sin.Making up a background etc. ahead of time and getting one's heart set on it is in my view a cardinal sin. Not my problem if people do it and then regret what follows when the dice don't co-operate.