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

The balance wasn't destroyed, it was improved. A lot more "second best" races exist in the Floating ASI space. That is exactly what I want to see.

Depending on what one thinks 'balance' is sure. The curve did improve if the goal is a standard bell curve.

Green options would in a Floating list, include Aarakocra, and Stout Halfing, and if thats a good thing, is up to you. :)

Does it make it the intent of the game to gain wealth and magic items ? No, every single time the intent is described, it's about creating a story. "Together, the DM and the players create an exciting story of bold adventurers who confront deadly perils."

Yeah but what if my story is about kicking in doors, killing things, and taking their loot?
 

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Good for you. And your point? Clearly the monster stats not being differentiated doesn't bother you so much that you continue to roll for them, yet it bothers you so much that the players might work from the same small pool of numbers that you ban the entire option?
Yep. I don't repeat monsters very often. PCs are repeated all the time. When one dies. When a new campaign starts.
Actually, thinking about it, you probably ban the average hp too don't you?
Absolutely. I do have them roll hit points with advantage, though. Hit points are too important in 5e to have someone roll poorly due to bad luck. This is my first campaign with the hit point advantage rule, though. It's an experiment and we will see if hit points swing too far in the other direction or not.
So no since the start of 5e. Which is the edition we are talking about. The 1e just highlights why I will never play 3d6 in order. And even still, none were that 3 you decided was the minimum.
As I've pointed out repeatedly, I've only played 5e twice as a player. Since I DM most of the time, I haven't had time to roll poorly yet.
You are right, it is common, it also isn't at all what a 1st level fighter is. Unless that Farmer's son is just born with the knowledge of how to wield every weapon and wear all armors. Things that are clearly skills, that the kid has. Heck, he's even mastered a fighting style enough to do all sorts of things, like intercept enemy attacks and fight blinded.
Apparently farmers are badass, since that's exactly what the farmer's son gets for just picking up dear old dad's sword.

There is a certain amount of unrealistic things that I have to accept for the game to play. That doesn't mean I have to accept them all. I can change things like getting rid of arrays and having players roll for hit points without the game breaking down. I'm not going to make every fighter have to go to fighter training school in order to be a fighter.

So, "because rules" works here, and it doesn't work for the small pool of numbers? Why? Because you are okay with one but the other offends you? Again, we aren't talking about your character and your character sheet, we are talking about the player's character.
At some point there's such a thing as too much realism. Where we draw the line differs from person to person. You are apparently okay with far less realism than I am, but that doesn't mean that I am trying to mirror reality.
Driz'zt is an archetype. People recognize the flavors of the character instantly.
Yes and no. First, Drizzt is not a Lancer. He's not a foil to the hero. He IS the hero. Second, the rebel(or against type) is itself an archetype in a general way, but it's not an archetype for that race. All the Drizzt clones in the world didn't create a new drow archetype.
Sure, if you pick the right domain, you can do that. But only about half the domains give you heavy. And you could get Charisma, but a lot of people will see a 10 charisma as enough compared to getting that +1 AC.
It just takes a feat. And you get +1 strength out of it as well.
Sure, you can. You can also put your 8 in wisdom. You keep trying to nitpick that my general point most be wrong because a player might make a choice different than I think. What you are ignoring is that a lot of player tend to prioritize the same things. +1 AC is very tempting, especially if they aren't planning on doing a lot with int, cha or even str.
Sure +1 AC is tempting and some will take it. I'm arguing your claim that most clerics will have a 12 or higher dexterity. We don't know where dex will fall, because there are other temptations as well, such as doing better at an entire pillar by putting it in charisma instead. And then there are RP reasons for putting it elsewhere.
Why would they get it if they were exceptional? The very definition of that word is "exception".
In the context of PCs, it just means higher stats in general, not that they are an exception to racial bonus rules So if a commoner has 10, 10, 12, 10, 10, 10. A PC might have 12, 12, 14, 12, 12, 12.
The rules for the player character's are meant to make exceptional people. So, if they are exceptions to the averages of their race... then the rules are still working perfectly fine.
With racial bonuses, yes.
I know you don't like it, but you are the only one espousing this view that the population of average elves is important to uphold.
There have been at least 2-3 others here doing it as well. So that's an incorrect statement.
I never said they did. I said people trying to treat PCs like they are ordinary people doesn't work.
Sure it does. I will bet you very good money that it works out very well for him. If it didn't, he wouldn't continue to play that way. He's been doing it for decades.
 

We are talking about a particular game world. A stereotypical D&D world. That doesn't mean any facts of it are universally true of other game worlds, but let's not simply bring in other game worlds for convenience sake when we all know the kind of game world we are talking about.

I'm not disagreeing with this, except for the part about convenience, which I think you have backwards.

To use the example of elves and Dexterity, if we can assign ASIs wherever we want then we can make the elves in our world be extra-dextrous by default. It is a convenience (to our imaginations) for the rules to put the ASI into Dexterity.

On the other hand, if we imagine our world differently, or even just imagine our own character differently, then rules that put the ASI into Dexterity are an actual, functional barrier.

So, yes, I agree that "convenience" is not a strong basis for an argument.
 


Or you can stop metagaming your monsters. After all, the average commoner of every race is in the range of 10 to 12. The Goliath fighter with a 18 strength is unusually strong, impossibly strong he can't DO THAT!

But he does. Because he is a player character. So, why aren't your monsters constantly surprised by all PCs? Did they all read the optimization guides too?
The average goliath commoner has a 12 strength. Yet there are still commoners with as high as 20 strength in a village of a few hundred. 1 in 200 rolling 3d6 will roll an 18. Heck, 5-6 will have an 18 and 2-3 will have a 19. Just talking commoners and not exceptional PCs and there are 8-10 out of 200 with a strength of 18+.

So no, a Goliath fighter with an 18 isn't impossibly strong. Unusually strong? For a commoner, yes. For a PC, not so much. If you assume(and you apparently do) that the player will put his highest roll into strength, he has a 56.76% chance of having an 18 strength or higher. Hardly unusual.
 

Green options would in a Floating list, include Aarakocra, and Stout Halfing, and if thats a good thing, is up to you. :)
I've been torn for a while between not liking races that begin with fly speed (excluding Aarakocra in my own setting) and wanting an official Fairy option because I enjoy all things Fey flavored. Still haven't settled on my favored way to adjust for it. 😔

Absolutely. I do have them roll hit points with advantage, though. Hit points are too important in 5e to have someone roll poorly due to bad luck. This is my first campaign with the hit point advantage rule, though. It's an experiment and we will see if hit points swing too far in the other direction or not.
If it doesn't work out, another option that I've seen perhaps worth experimenting with is roll with average as the minimum. And if that still swings too high for you, you can always adjust the minimum down to your liking (average - # depending on hit die, etc).
 

I think I'd add that playing against type for many players is more than about playing against racial lore type. What many players seem to care about is playing against mechanical type via having their race become a class it is actually mechanically inferior at. Floating ASI's don't allow this kind of playing against type. That's because Floating ASI's instead highlight a races members individuality. That is they allow you to play the same weak halfling as a Fighter but that weak halfling isn't in the same context anymore. Any PC created halfling could have been stronger. Implying PC halflings aren't mechanically inferior at fighting anymore. That's why it's said one can't play against type with Floating ASI's
I've seen as many players opt to go against type by playing a jolly or practical jokester dwarf or serious/evil elf, as I have those who go against the types that are mechanically set.
 

It talks about a lot of things, but it is also clear about the intent of the game, in particular in the preface. If i'm not mistaken, the sentence is: "The adventurers can solve puzzles, talk with other characters, battle fantastic monsters, and discover fabulous magic items and other treasure."

Does it make it the intent of the game to gain wealth and magic items ? No, every single time the intent is described, it's about creating a story. "Together, the DM and the players create an exciting story of bold adventurers who confront deadly perils."

Again, not that the game cannot be played in many different ways...
I think you are pushing an incredibly narrow sense for what the “intent” of the game for the sake of winning an online argument while also ignoring the rest of the text in the introduction.
 

So.. you do progress from level 1 to level 2 to level 3, gaining power each time? I don't care what method you use to do so, but the designers wrote in XP.
They wrote in exp. They wrote in magic items(increase in power). They wrote in that short swords do a d6 and longswords do a d8, so if you upgrade to a better weapon that's a power increase.

Power increases are very much an intended part of the game.
 

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