Question, for science.
Is there a site that is generally accepted as providing rankings for builds or classes?
I don't look up guides, so I'm looking for a pointer to one accepted as mostly correct.
Question, for science.
Is there a site that is generally accepted as providing rankings for builds or classes?
I don't look up guides, so I'm looking for a pointer to one accepted as mostly correct.
For clarity, I'm not asking about this specific unessecarily compiclated ruleset. But I really like the idea of designing races such that every one has advantages and disadvantages. That, to me, is far more important than whether or not those (dis)advantages are coded in an ability increase/decrease or somewhere else.
The combos aren't relevant to my issue. My issue is that they have the same 6 numbers.Yes, the exact same 6 numbers, placed in six different slots. That is 720 possible combinations. So, please explain how over 700 combos is “cookie cutter”? It certainly isn’t unrealistic. And if your only acceptance of “equivalence” is going to be people IRL being assigned arbitrary values for their constitution, then there is nothing equivalent to even compare too, so we are going to have settle for “good enough”. Especially since your argument is comparing it to reality, and there is no equivalence to compare too.
My bad. I misspoke. It should have been pretty clear that an infant isn't born with the numbers in the array. It's pretty disingenuous to go down that road when you knew I was talking about PCs and the array.No, sorry, you made the claim right here.
16 for each stat is much different than the same 6 over and over and over.And even if you had said that it was unrealsitic for the to have the same stats at level 2, which you didn't, then that is still completely unsupported. Heck, there are only 16 possible numbers they could have from rolling 3d6. Having the same six isn’t that far of a stretch for people who follow similar regimes.
And yet they don't all come out the same.Most fastballs thrown by most Major League Pitchers average between 90 and 100 mph. The average NBA player is 6ft 6 inches. The average IQ of a surgeon is 105. The Marines have a physical fitness minimum they have to achieve to qualify for their ranks.
You do know that fighters aren't all trained at some school, right? There are no minimum standards. If you don't believe me, go read the PHB and see what the minimum strength or dexterity to be a fighter is. Is it 15? Is it 17? Or is it 3?Are they identical? No. But they aren't being abstracted into game terms, and can have 0.005 differences between them. But the very idea of having a minimum standard for atheltic training in a profession or education in a career speaks to this meaning that they work within a narrower range of these abstract numbers. And therefore matching these numbers is easy to imagine.
Pretty sure it's +4.Also, if they have an 18 strength before they begin training, and after level 1 they have an… 18 strength. How does that work?
At some point you stop getting stronger through exercise. If you didn't, every fighter would just train to 20 at 1st level and then go adventuring.Their training was useless in building muscle and making them more effective?
Cool story. In D&D the primary dwarven archetypes for all dwarves(mountain and hill) are clerics and fighter. That hasn't changed.Says who? Stories change. Archetypes are only collections of stories. It used to be the idea of a female warrior was impossible, they only existed so that it could be shown that they would lose to the true, manly hero.
It's not going to change. All the people who ran out to make good drow ranger loners after Drizzt didn't make that the new drow archetype.If the community decides that Dwarf Bards are awesome, no amount of “but it’s against type” is going to prevent that type from changing.
Nah. You assume people are going to play gamist, rather than make a character to roleplay. It's not hard to get medium armor proficiency(cough mountain dwarf cough) with a feat or something, and many will just plain want a charisma bonus, because talking/preaching is a cleric thing to do. And while yes there will be some exceptional dwarves that are as graceful as the average elf, exceptional elves will still be more graceful.They can mix it up physically, but about half of all clerics get a boost to cantrip casting. Also, Toll of the Dead works in melee range and is very good, keying off wisdom. Additionally, about half of clerics only get Medium armor, meaning they need at least a positive Dex to get their AC up.
Array is 15, 14, 13, 12, 10, 8. Even is it goes Wisdom, Constitution, Strength then Dexterity they will have a 12, which is a +1. They don’t particularly need charisma or Intelligence, and those might end up being the 10 or the 8.
So, yes, more than likely the cleric has a positive dex. If that happens, then your dwarven cleric is just as graceful as the Average Elf.
Because the average elven PC will be more dexterous than the average dwarven PC, because race.They aren’t completely different, because we are talking about rules for generating PCs. If the standard rules already end up with PCs more extraordinary and dexterous than the average elf, then why does it matter that the rules reflect the average elf?
Nope. Extraordinary + elf = more dexterous on average than extraordinary + dwarf.If you say that this doesn’t matter, because PCs are extraordinary, then it doesn’t matter if the PC rules are floating, because they are extraordinary anyways.
Who has argued that?Which also ties into how weird it is to have people insist that PCs are perfectly average people.
You seem to have left out "being a gnome" as one of the cons.This thread is very long.
What are everyone's thoughts on this kind of thing:
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For clarity, I'm not asking about this specific unessecarily compiclated ruleset. But I really like the idea of designing races such that every one has advantages and disadvantages. That, to me, is far more important than whether or not those (dis)advantages are coded in an ability increase/decrease or somewhere else.
I agree, but then with people having a tendency to be oversensitive in the present days
And at our tables we chose to leave them just like we do with other options, and not ask for advice because we are not building technical characters that need a technical crutch to seem attractive to play.
They have everything to do, it's a power option, demonstrated as such.
I don't think I ever did something of the kind. I'm saying that when you don't want a powergame, it's reasonable to leave power options on the side, nothing more.
Moreover, honestly, I'm not too concerned about what is happening with the community in general, everyone can play the game that they want. It's just that I am really annoyed by the powergaming people above, for one, and I like to remind them that floating ASIs are an option (for some reason that infuriates them). As for our tables, on the other hand, I KNOW what the powergamers at our tables would do, because we have discussed it and, being reasonable people who understand the benefits of limiting the power gap (as well as long term fans of the racial ASIs that they, like me, grew up with), they agreed not to implement the Floating ASIs.
This is really funny because it demonstrates that it only opens options that were not considered before because they were not powerful enough for your taste. Because the Floating ASIs did not create any new option in terms of race/class. They only make options that were here all along more palatable because now you have more power with them!
Please stop it with the strawmaning. We don't need these options, we don't need crutches to have race/class combination seem attractive. You do, hence it's powergaming. I don't ascribe something evil to this, so why are you doing it to yourself ?
And here you go, just to justify a +1 Technical power, you do exactly what I say, you invent a TECHNICAL build and you try to justify it with a story that anyone can invent in 3 seconds. The only person that you are fooling here is yourself, you know, because I chose to play a halfling warlock, an extremely satisfying character, by the way, but without these bonuses years ago.
So nothin hampers you except the POWER that you need from th Floating ASIs. In short, only one word for it, powergaming.
Why ? Because you like the power of the +1. Powergaming, this has NOTHING to do with story or roleplaying.
And why are you struggling ? The difficulty is not set beforehand by an unforgiving DM who decides to kill characters if they lack a +1, or at least I hope your DM is not like that. Ours certainly are not. Moreover, considering that this +1 has really had a statistical effect over a few games is mathematically fallacious. Pure luck has a much greater influence over the few rolls that you are doing in a given session anyway, and you are much more likely to die from bad luck than from a missing +1...
And you don't think that it's a problem ?
And here you see one of the nasty sides of powergaming (although not the nastiest). Why are you in this competition about playing archetypal characters ? Powergaming, and ONLY powergaming. It has nothing to do with how the game is described by the devs.
And isn't that exactly what I'm telling you is one of the nasty effects of powergaming ? Looking down at people who do not optimise their character ? Saying that only powergamers are "real players"?
I don't doubt that, but I never said he was great, I said that he had the same thinking as me about what wizards are about.
Once day, you will read my posts and stop strawmaning, and it will help immensely in the discussions. I never said anything like the above, i'm pointing to guides as obvious sources of powergaming, but I'm not guilty of the sophisms that you profess. Obviously, you can be a powergamer without consulting the guides, I'm just pointing out that I've seen so many people on the forums referencing them as their source of inspiration that they certainly have some effect, at least on the community frequenting the forums...
Oh yes there is. A lot. It's not worth doing it if you don't think that it will not benefit the players, but the players need to respect the work that you are doing so that they can enjoy the game. And that respect starts with listening to what the DM has prepared, with an open mind, and complying with his requests in terms of world building, ambiance and power level.
If you disagree, you can always leave, but I've DMed for more than 40 years using these methods and no one has ever walked out of my games. Ever.
They do. Not for powergaming reasons (although it's often the case in other groups), but for our groups, it's about larger than life heroes, so having heroic stats, both high and low, help in characterising extraordinary PCs (yes, they are sometimes over the top, and fairly caricatural, but that's the way Heroic Fantasy and in particular High Fantasy works, and we like it that way).
The standard array is very very bland, to be honest, and no-one at our tables ever use it.
I don't agree. And I know, it's in the trend to complain about bad DMs, but I can honestly say that in 40+ years and thousands of game, I have never ever had a bad DM. Some DMs were more to my taste than others, but nothing ever really bad.
On the other hand, I've had scores of really, really bad players, of all breeds.
Respect your DM and the work he does for your entertainment, and his choices, because he is a clever guy, probably more clever than you, and who has made his choices for a reason. As he is not playing for himself, by default, think that the choices were made for YOUR entertainment during his games. If you make these hypothesis, I can guarantee that you will enjoy the game a lot more.

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