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

Your fighters endgame athletics is probably a raging 20 percentiles better at end game than when he hits level 5. These percentiles in a game with that little progression seems I do not know relatively significant.

I was actually just dangling bait but he didn't take it.

Earlier in the thread I demonstrated how an additional Strength modifier of +1 increases average damage output by a lot more than 5%. Two reasons:
1. Your actual increased hit rate is (old hit rate + 5%) / (old hit rate). That is, if you have a 50% chance to hit (Str 15, levels 1-4, AC 15) then your new hit rates is 55%, which is a 10% increase, not 5%.
2. You also do more damage. With a 1d8 weapon your average damage increases from 6.5 to 7.5, or +15%.

With those particular numbers I just used (AC 15, 1d8 weapon and no dueling feat), that results in a ~27% increase in dpr. From just having a +3 modifier rather than +2.
 

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Odd you would turn to that after you said that you had the answer and provided it.

It's not odd at all, I've told you what my approach is, and you seem to think that it's not the right one for you, so I would like to see what your approach would produce on that spell.

Honestly, I'm not familiar with the brouhaha surrounding the spell. Wisdom save, if you fail you do what they said. It doesn't allow you to have them commit suicide. More clever wordings might end up with more clever things happening. I might be able to give a more satisfactory answer if I knew the problem or had a specific example to work from.

And this is exactly where my approach comes from, I cannot foresee all the cases, but I'll create an ad hoc ruling depending on the exact circumstances and use of the spell, using the overall consistency of the world as my main guideline, as well as MGF.

No, I don't want a more realistic game. I personally have no problem with the person superhero landing and taking a d6 damage. It is going to look epic.

OK, since you were mentioning falling, I made a connection to events like what happened in AD&D where a 20th paladin just jumped down into a mile-deep chasm, took her 70 points of falling damage (the average of the cap for falling damage), healed a bit and started chasing demons.

My point, which you missed by deciding that I want realism, is that if a player and DM sit down with different expectations of the game, it can be very jarring. DnD is closer to a comic book than it is a ren fair. People are going to do things that would seem insane, but that is just the world they live in. But, I need to be on the same page as the DM, or else we are going to run into things like my character being fully capable of handscaling a 3rd story building in 6 seconds, but the DM saying that I must roll a DC 20 check for every 10 ft because I don't have pitons.

It's exactly as with suggestion, I can't foresee all the types of buildings that there might be, from the ones with apparent stones to those completely smooth, those with windows or not, etc.

Just as with suggestion, I'm not going to caracterise it, if the player asks me "does it look hard to climb", I will tell him how hard it looks which will give him an idea about the DC, and if he is clever, he will probably mention that it would be easier with climbing gear, etc.

I'm still not sure what you expect of the DM in advance.

However, I also want to make sure that I understand what the game expects. Because that reality isn't always the one I'm picturing. Jumping the length of a school bus isn't outside the realm of possibility for a character in DnD. So, before I make a ruling on something I need to make sure I understand the intended reality of the game, because there are weird rules, and something those rules won't interact, and other times they will.

Unless people are abusing the system with hasted tabaxi monks, I thought that the jumping distances are fairly clear in the books. I'm still not sure what you are looking for from your DM.

I agree it is about trust. And part of WHY my players trust me is because they know I'm going to tell them. I'll pull aside the curtain and tell them when I'm making a ruling, and why I'm making it. I tell them how I see magic working and therefore why it interacts one way and not the other.

That's fine, it's just that at our tables, I don't need to pull back the curtain, and I think it's good because sometimes the reason for which something works or not is not something that their characters could or should know about, so it avoids me having to jump through loops in these cases, which actually happen fairly frequently when there is a question of that kind. Which, however, happens infrequently because I really think that we share a common understanding as to how the fantasy worlds of D&D "work", including the planes and their bizarre effects (for "known" planes, but of course if the characters travel to a bizarre plane, I find it normal that they don't understand why things work strangely, at least at first until they can figure it out).

And if they came to me wanting to ask about how an ability they might take in six levels would work, because they are idling planning ahead, I'll answer them as completely and honestly as I can, probably with an addendum that I'll look into the situation and see if there is something I'm not considering, and that that might change my mind. What I wouldn't do is start calling them a powergamer, or act like they are trying to lock me down and remove the possibility of imagination and group storytelling.

I would not answer it, because it might just be wasting time for everyone. It is also my experience that people looking for abilities 6 levels ahear are not "idling" planning ahead. They are doing a build, and I've never seen anyone do that without some level of powergaming in mind. But maybe you can provide me examples of "idling planning ahead for six levels that had nothing to do with optimising/powergaming"...

Heck, I've told players before when I've homebrewed a monster, to warn them that it might be able to do things they aren't expecting. I don't usually tell them what it can do, but I've found that after doing so when I reveal the homebrewed abilities they don't react with a "what? You can't do that?" and instead they react with "crap, THAT'S what he did? How are we going to deal with this?"

And I certainly don't do that. Monsters do not have a label saying "I'm a standard demon" or "I'm a homebrewed demon, I have strange abilities". Show, don't tell, when my Glabrezu who had fused with the essence of the Infinite Staircase (a homebrewed mythic monster) came by and had parts of the staircase meld and explode, they knew they were in trouble, but not more than when they pissed off the completely standard Grey Slaad.

I find fewer and fewer reasons not to tell my players more and more information. Sometimes, rarely, a mystery is worth it. But the more I foreshadow and explain, the more engaged people have seemed to be, because they have a stake and they have the knowledge, and I try and make it so that having the knowledge isn't the challenge.

And if that's fine with your group, great. Our groups, on the other hand, are not playing that way at all, we know nothing about each other's character, we don't know everything that is going on or how special places work (and there are a lot of them, and mysterious physically, magically, in terms of intrigues, of NPCs, etc.). We just listen to the DM (and it rewards engagement and attentiveness), and try things out in character, with what we think our character knows. It's part of the mystery of the multiverse, and it makes discovering its secrets part of the journey.

I hasten to say that this is not a judgement of any kind, all tables are different and to each his own. Some players enjoy some aspects more than others, it's up to the DM to take this into account to provide the best experience he can for his table.
 
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No. Not even close.

It is cheating. In my game anyway. It's as allowed as two races or two classes.

And this is why the "justifications" matter. Because of course you are going to say "but it is cheating in my game" or "but those are the rules of my game". That was the entire point of using an example as extreme as taking two classes and treating them as one level, which would be cheating in any game, because of course no one would allow that in their game. And if I'm okay with one thing not being allowed, then to be consistent I have to be okay with other things not being allowed.

But, it is a false comparison. One isn't even a rule, the game never even tells you you can't take more than one class as a single level, but we all know that you can't because it would be far too powerful and break the intent of the game. The "rule" exists to prevent abuses of power and keep the game from devolving.

Your rule exists because you personally find the thought of using the Standard Array unappealing, so no one at your table is allowed to use it.


There is no one on this forum who would find a player taking two simultaneous classes acceptable. But there are plenty who use the standard array. These things are not the same.

There's an imbalance between Rangers and Wizards, too. Like the imbalance between Rangers and Wizards, the imbalance between 14 and 20 is not too unbalanced for the game.

And there shouldn't be an imbalance (overall) between the Ranger and Wizard, and if they were better designed it wouldn't exist. Numbers are far easier to design around though.

You didn't show that at all. Every last example was one where the vast majority of that 10% happens years later. Sure, you might buy a lemon. 99 times out of 100 your car isn't going to give you issues for years. Sure, you might buy a defective laptop, the vast majority of the time if you treat your laptop right, it's not going to break for years.

Yeah, almost like if you have a 90% to 94 % chance of no issues occuring . Like, it only happens to 6% to 10% of customers.... weird that.

The middle number doesn't matter. The game is designed so that 14-20 do not disrupt game balance. It's designed to handle at least that range.

No, the middle number absolutely matters. That is the baseline of the powercurve. See, this is what I was saying before. You think that the baseline means that anything below it isn't effective. That is not what that phrase means. It means that the option is weaker than average. And a 14 is weaker than average. The Average is 16, the middle number. And being weaker than average doesn't make your character unplayable or ineffective. It just makes you weaker than average.

And, anything within a standard deviation of the baseline, is still fine. It is powerful, but not too powerful. It is weak, but not too weak. But knowing where teh

A lot of people analyzed the earth as flat, too. The guesses of these people might be correct, or it might not.

Considering how many of these people who analyze to determine the flat earth are disproven by better analysis, I think this is a very poor argument. Many Flat Earthers reject understood principles and poorly use explained phenomenon to sow confusion, such as how perspective shifts make things seem smaller, and light refraction can cause false sunsets.

These claims can be disproven by a better analysis. You have not provided a better analysis. You have provided "The designers wouldn't do that" and attacked non-claims like claiming that a 14 isn't broken in terms of weakness, therefore it must be the balance point.

30% being somewhat close doesn't make them equal as you claimed. Especially when you note that both 4 and 10 have numbers that are impossible to achieve with an array, and 8 only has a single +2.

IF you flip a coin 10 times and 7 of them are heads does that prove that a coin flip isn't 50/50?

You made 10 randomized arrays. Mathematically, the standard array is 72. You had two arrays that were 74 and one that was 75. Are they perfect matches? No, they aren't meant to be and if rolling dice always perfectly matched the array then everything we know about probability and statistics would be proven false. And, getting three results that close from such a small sample set using whichever RNG process the app used, shows how close to that average the standard array is.

All you are doing is strengthening my position.
 

And this is why the "justifications" matter. Because of course you are going to say "but it is cheating in my game" or "but those are the rules of my game". That was the entire point of using an example as extreme as taking two classes and treating them as one level, which would be cheating in any game, because of course no one would allow that in their game. And if I'm okay with one thing not being allowed, then to be consistent I have to be okay with other things not being allowed.
No it wasn't. It wasn't even part of my point. You don't get to tell me what my point is.
But, it is a false comparison. One isn't even a rule, the game never even tells you you can't take more than one class as a single level, but we all know that you can't because it would be far too powerful and break the intent of the game. The "rule" exists to prevent abuses of power and keep the game from devolving.
This is a Strawman. You don't get to alter my point and then argue your created fiction and still have a valid argument.
Your rule exists because you personally find the thought of using the Standard Array unappealing, so no one at your table is allowed to use it.
Nope. I find it less realistic.
There is no one on this forum who would find a player taking two simultaneous classes acceptable. But there are plenty who use the standard array. These things are not the same.
And that's wrong. I've seen people(one or two and no I don't remember who) talking about gestalt PCs for 5th edition. It's not many, but it's higher than "no one."
And there shouldn't be an imbalance (overall) between the Ranger and Wizard, and if they were better designed it wouldn't exist. Numbers are far easier to design around though.
The must be an imbalance between classes. Perfect balance is an impossibility if you don't want to give every class the same exact abilities. It's the same with races as well.
Considering how many of these people who analyze to determine the flat earth are disproven by better analysis, I think this is a very poor argument. Many Flat Earthers reject understood principles and poorly use explained phenomenon to sow confusion, such as how perspective shifts make things seem smaller, and light refraction can cause false sunsets.
I'm not talking about modern flat earthers. I'm talking about well in the past before the better techniques arrived. And it's not just flat earthers. Humans have gotten things wrong as a whole quite a bit.
IF you flip a coin 10 times and 7 of them are heads does that prove that a coin flip isn't 50/50?
A coin flip is not the same. If rolling rarely produces a the array, it's not equivalent to the array. The array adds up to 72. Here are the totals for those 10 rolls. Note how not a single one equaled the array.

1: 76
2: 76
3: 86
4: 74
5: 80
6: 56
7: 81
8: 74
9: 81
10: 75
You made 10 randomized arrays. Mathematically, the standard array is 72. You had two arrays that were 74 and one that was 75. Are they perfect matches? No, they aren't meant to be and if rolling dice always perfectly matched the array then everything we know about probability and statistics would be proven false. And, getting three results that close from such a small sample set using whichever RNG process the app used, shows how close to that average the standard array is.

All you are doing is strengthening my position.
Wait! So 0 out of 10 are equivalent and only 30% are even close, and I'm strengthening your claim that the two methods are equal?!

Fully 50% are wildly off with 86, 80, 81, 81, and 56. 20% are just off with 76 and 76. And 30% are somewhat off with the numbers you show.
 

I was actually just dangling bait but he didn't take it.

Earlier in the thread I demonstrated how an additional Strength modifier of +1 increases average damage output by a lot more than 5%. Two reasons:
1. Your actual increased hit rate is (old hit rate + 5%) / (old hit rate). That is, if you have a 50% chance to hit (Str 15, levels 1-4, AC 15) then your new hit rates is 55%, which is a 10% increase, not 5%.
2. You also do more damage. With a 1d8 weapon your average damage increases from 6.5 to 7.5, or +15%.

With those particular numbers I just used (AC 15, 1d8 weapon and no dueling feat), that results in a ~27% increase in dpr. From just having a +3 modifier rather than +2.
I knew that. BUT what you fail to factor in is the DM fiat.
I would be more than willing to give a +1 or even a +2 weapon to compensate for a lower stat than if the character was at a 18 from the start. White room calculations are limited in that regard. They do not take into account that the DM will adjust treasures found so that everyone will have a chance to shine.

If the character already have a 16. I might delay the "finding" of a +1 weapon while if the character is below that, I might accelerate the finding of such a weapon. So in essence, a 15 or a 16 will not be felt at all. I will be judging from how the group fares in the various scenarios and I will adjust. So far, our polearm master must be satisfied with the spell magic weapon provided by his friendly Dwarven Wizard as no polearms were found. Yet, our ranger and rogue each have two weapons of +1 value. What our polearm master found, is an adamantine chainmail, but no weapons, yet.

So yes in theory, that 16 means a 15% increase. But in reallity, you will not be ahead of the others because it is my job as a DM to make sure that everyone has an equal chance to shine.
 

I knew that. BUT what you fail to factor in is the DM fiat.
I would be more than willing to give a +1 or even a +2 weapon to compensate for a lower stat than if the character was at a 18 from the start. White room calculations are limited in that regard. They do not take into account that the DM will adjust treasures found so that everyone will have a chance to shine.

If the character already have a 16. I might delay the "finding" of a +1 weapon while if the character is below that, I might accelerate the finding of such a weapon. So in essence, a 15 or a 16 will not be felt at all. I will be judging from how the group fares in the various scenarios and I will adjust. So far, our polearm master must be satisfied with the spell magic weapon provided by his friendly Dwarven Wizard as no polearms were found. Yet, our ranger and rogue each have two weapons of +1 value. What our polearm master found, is an adamantine chainmail, but no weapons, yet.

So yes in theory, that 16 means a 15% increase. But in reallity, you will not be ahead of the others because it is my job as a DM to make sure that everyone has an equal chance to shine.

Where is this leading? Are you volunteering to DM for every group in the world in exchange for keeping ASIs fixed?

But in general you are correct: I do not include the DMing style of specific, individual DMs as a factor when analyzing the math of game design.
 
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It's not odd at all, I've told you what my approach is, and you seem to think that it's not the right one for you, so I would like to see what your approach would produce on that spell.

You might have me missed up with the other poster. Besides your approach seems to be to wait until the issue comes up and then solve it at the table. Asking me to solve it now, not at the table, is already different from your approach

And this is exactly where my approach comes from, I cannot foresee all the cases, but I'll create an ad hoc ruling depending on the exact circumstances and use of the spell, using the overall consistency of the world as my main guideline, as well as MGF.

Your approach was far more than that. You've already determined that the effect of the spell will increase if the suggestion is "more like a persuasion" and decrease if it is "more like a domination". You also said that you would take into account the power of the spell, which means you have analyzed various spell slot levels and determined how powerful each should be. That is a lot of analysis and consideration, exactly the type of thing you are saying you don't want because of powergamers trying to lock you down.


OK, since you were mentioning falling, I made a connection to events like what happened in AD&D where a 20th paladin just jumped down into a mile-deep chasm, took her 70 points of falling damage (the average of the cap for falling damage), healed a bit and started chasing demons.

See, and here is the thing. You saying this makes me think that you see that as a problem. That that event shouldn't have happened, because it wasn't how you pictured the game. But it is also exactly what the rules of the game SAID should happen.

This is what I'm talking about. The character, as a person in this world, knows how devastating a fall is, and knows they can make it. They have tales of people who did something exactly like this, and so they came up with a plan that utilized the physics of their world. However, those physics aren't OUR physics, and so many people would decry this as a problem, possibly accuse the player of powergaming or metagaming.

This is why things need to be confirmed and checked. Why players and DMs need to get on the same page. Now, personally, I don't cap fall damage. Every 10 ft is 1d6 and if that means you take 520d6 damage, then that's what it means. I also tell players this, so they know. And if that changed, I'd let them know, because they need a working knowledge of the physics of the game to make decisions. Can you shove a 1 ton monster 15 ft Mr. Halfling? Normally no, but if you are a Battlemaster fighter with Pushing Attack then you can, and we need to figure out how that happens. If I'm just going to rule "no, your ability does not work" then I need to tell them that before they try to use it, because the game rules as they stand, the physics as they stand, don't put a weight limit on Pushing attack.

This isn't about destroying the shared story by locking it down with rules. This is about making sure people are aware of their options in this world where the rules are different.

It's exactly as with suggestion, I can't foresee all the types of buildings that there might be, from the ones with apparent stones to those completely smooth, those with windows or not, etc.

Just as with suggestion, I'm not going to caracterise it, if the player asks me "does it look hard to climb", I will tell him how hard it looks which will give him an idea about the DC, and if he is clever, he will probably mention that it would be easier with climbing gear, etc.

I'm still not sure what you expect of the DM in advance.

To understand that unless the building is completely glass smooth there is no check. And even then, if the player has a climb speed, per the rules, it doesn't matter that it is completely glass smooth.

See, I had a character with a 40 ft move speed, 80 if they dashed, and a climb speed. I had a DM who wanted to tell me it was impossible for that character to free-climb a 50 ft tall stone wall. Not one that was glass smooth, just rough stone. They were thinking that it was impossible for a person to climb five stories in 6 seconds with no gear. And they are right, no human in our world can do that. But, DnD isn't our world, and the character wasn't human, they very much could do what I was saying I did.

So, do I expect you to have memorized every building that will ever appear in your games? No. Do I expect to be on the same page as you about whether or not you are throwing the climbing rules out the window in favor of your version of realism? Yes, because I'm not going to bother investing in being able to climb and jump with no checks if you are going to insist on checks anyways for "realism"

Unless people are abusing the system with hasted tabaxi monks, I thought that the jumping distances are fairly clear in the books. I'm still not sure what you are looking for from your DM.

How is a Tabaxi Monk (completely legal choice) with Haste (completely legal spell) abusing the system? See, this is what I'm talking about. How am I, the player, supposed to know that you are going to declare a combination of legal abilities "abuse" and start nerfing them?

The rules are clear. I've still had DMs ask a player who makes a running jump with a 12 strength to roll athletics to clear a 10 ft pit. And, then, maybe the player is going to ask how you are going to handle rolling for a jump when it does need a roll, because those rules are very much not clear.

That's fine, it's just that at our tables, I don't need to pull back the curtain, and I think it's good because sometimes the reason for which something works or not is not something that their characters could or should know about, so it avoids me having to jump through loops in these cases, which actually happen fairly frequently when there is a question of that kind. Which, however, happens infrequently because I really think that we share a common understanding as to how the fantasy worlds of D&D "work", including the planes and their bizarre effects (for "known" planes, but of course if the characters travel to a bizarre plane, I find it normal that they don't understand why things work strangely, at least at first until they can figure it out).

People very much do not share a common understanding of DnD worlds. They should, but time and again I've found people who don't understand how these rules apply. And I don't see what "hoops" you think you need to jump through just to talk to your players and answer questions.

I would not answer it, because it might just be wasting time for everyone. It is also my experience that people looking for abilities 6 levels ahear are not "idling" planning ahead. They are doing a build, and I've never seen anyone do that without some level of powergaming in mind. But maybe you can provide me examples of "idling planning ahead for six levels that had nothing to do with optimising/powergaming"...

Sure. I sat down at my friend's table a few weeks ago. He had to step out to take care of his daughter and pregnant wife. I knew that in a few levels we would be getting a feat, and I decided to go ahead and pass the time while he was busy looking at the feats and thinking of my options and narrowing down what I would want in those levels.

I've got no build, just looking ahead with what I know of the game, the party, and my available options, and considering what I will likely do. And if I'd come across something that might raise a question, then I'd ask him. Likely after the game or via a text during the week.

You say you might be wasting time... but first of all how much time do you expect a question to "waste" and secondly, while they may not decide to take the option they were asking about, that doesn't automatically mean that answering the question is a waste of time. Sure, anything might happen. But that doesn't mean looking ahead and seeking clarity is a waste of time.

And I certainly don't do that. Monsters do not have a label saying "I'm a standard demon" or "I'm a homebrewed demon, I have strange abilities". Show, don't tell, when my Glabrezu who had fused with the essence of the Infinite Staircase (a homebrewed mythic monster) came by and had parts of the staircase meld and explode, they knew they were in trouble, but not more than when they pissed off the completely standard Grey Slaad.

Sometimes it is obvious to them, like when they faced a monster that was basically a fusion of an Aboleth and a Beholder. But sometimes, there is something strange going on, and I like to highlight that. Especially if the monster has an ability that breaks the standard rules of the game.

And if that's fine with your group, great. Our groups, on the other hand, are not playing that way at all, we know nothing about each other's character, we don't know everything that is going on or how special places work (and there are a lot of them, and mysterious physically, magically, in terms of intrigues, of NPCs, etc.). We just listen to the DM (and it rewards engagement and attentiveness), and try things out in character, with what we think our character knows. It's part of the mystery of the multiverse, and it makes discovering its secrets part of the journey.

I hasten to say that this is not a judgement of any kind, all tables are different and to each his own. Some players enjoy some aspects more than others, it's up to the DM to take this into account to provide the best experience he can for his table.

And I think that is the key. I've run into far more DMs who decry us for "metagaming" and "ruining the mystery" by seeking to understand what is going on. And I've had a few players who have been a bit off balance because they are getting more information than they are used to, and realizing that the things they are used to fearing... aren't to be feared. They don't have to look at the treasure and wonder "is touching this going to kill me?" or things like that.
 

See, and here is the thing. You saying this makes me think that you see that as a problem. That that event shouldn't have happened, because it wasn't how you pictured the game. But it is also exactly what the rules of the game SAID should happen.

This is what I'm talking about. The character, as a person in this world, knows how devastating a fall is, and knows they can make it. They have tales of people who did something exactly like this, and so they came up with a plan that utilized the physics of their world. However, those physics aren't OUR physics, and so many people would decry this as a problem, possibly accuse the player of powergaming or metagaming.

This is why things need to be confirmed and checked. Why players and DMs need to get on the same page. Now, personally, I don't cap fall damage. Every 10 ft is 1d6 and if that means you take 520d6 damage, then that's what it means. I also tell players this, so they know. And if that changed, I'd let them know, because they need a working knowledge of the physics of the game to make decisions. Can you shove a 1 ton monster 15 ft Mr. Halfling? Normally no, but if you are a Battlemaster fighter with Pushing Attack then you can, and we need to figure out how that happens. If I'm just going to rule "no, your ability does not work" then I need to tell them that before they try to use it, because the game rules as they stand, the physics as they stand, don't put a weight limit on Pushing attack.
Neither of you is entirely accurate. In AD&D there was no hard rule for falling damage. Gygax simply said it was probable that hit point damage system based on 1d6 per 10' to a max of 20d6.

The DM had to come up with a system for falling, but most I played with just used Gygax's suggestion. The DM could make the rule you did, which would kill someone falling a mile. Or the one I used, which was based on voluntarily failing a save. If you can voluntarily fail a save, then voluntarily jumping off a cliff fails life. Hit points are based on skill, luck, divine intervention and a very few were physical in 1e. Jumping voluntarily negated skill, luck, divine, etc. and left you with physical only, resulting in probable death for falls over 50' or 60'.

"Falling into pits, from ledges, down shahs, and so forth will certainly cause damage unless the fall is broken. While such falls could break limbs and other bones, it is probable that your referee will simply use a hit points damage computation based on 1d6 for each 10' of distance fallen to a maximum of 20d6, plus or minus adjustments for the surface fallen upon. This treatment gives characters a better survival chance, although it is not"
 

You might have me missed up with the other poster.

Your approach was far more than that.

Really excellent post. I doubt I'll be able to add much to it.

See, and here is the thing. You saying this makes me think that you see that as a problem. That that event shouldn't have happened, because it wasn't how you pictured the game. But it is also exactly what the rules of the game SAID should happen.

Just going by a "genre" like high fantasy or grutty realism isn't clear enough because those broad labels cover a wide range of situation. I want martials to be as heroic as caster and jumping from the flying castle and toughing it is something a high level barbarian would do. Let yhe puny wizard cast feather fall, Thog jumps.

It's not because Thog is a moron, it's because he knows that falling doesn't kill, only hurts. In your vision of heroic fantasy, and obviously Lyxen's, falling kills. That's perfectly cromulent because of how you envision fantasy. In mine, the tyrannosaurus-wrestling barbarian will emerge from the rubles of his heroic landing. And he will inflict falling damage on the building. (happened in a campaign I was playing in).

If one doesn't tell the players the world physics beforehand, at best they will suffer from Mother may I? (since they will absolutely want to make sure that they are one the same page as the GM to start their decision making) and at worst they will... self-censor(?) and not explore the whole range of possibilities of actions for their characters, assuming it's not possible (possibly after being burnt once or twice).

In my world, Thog sees jumping as a valid solution, but the player has no way of telling, especially if he thinks that he will be penalized for the metagaming of looking at his hp vs length of fall. In universe Thog knows that it hurts but is survivable, much as we know that jumping from a small wall has very low risk (but you could always sprain an ankle) while 3rd floor is out of the question. If in a CoC game Thog wouldn't jump... but in heroic fantasy? That's debatable and the onus is on the GM to properly convey the imagery of the game world, because the player isn't in his head.

Another design space where it matter is with skills. I don't like long lists of situatuonal modifiers and tasks. But the current approach doesn't help the player to discern what to do reasonably with his skills. I prefer to give openly the range of DC fo, for example, knowing things about monsters beforehand rather than let a player fancy playing a monster hunter and discover his choices in Nature and Survival don't make him as knowledgeable as he envisioned because all monsters are never-seen-before? It's not about powergaming but making a whole character concept lame.

Will the concept work in a campaign where the tame is Exploring the wilderness of Xen'drick? Of course. Will it work when the theme is Attack of the Eldritch horrors for Xoriat? Maybe less so. How can the player know? Having some reference about the world and the cahracter abilities will help set the tones and inspire "working" character concepts from scratch.
 

People very much do not share a common understanding of DnD worlds. They should, but time and again I've found people who don't understand how these rules apply. And I don't see what "hoops" you think you need to jump through just to talk to your players and answer questions.
And levels changing out the tiers make it even more complicated establishing that common ground. I felt 4e did a fairly good job of establishing that but its back to guessing the DMs rulings for so many things it will discourage anything but very conservative ideas... no climbing the back of the giant monster for you Legolas the DM was told to use human capability to decide.
 

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