EzekielRaiden
Follower of the Way
Again, you seem to be reading me as saying, "I never want to fail ever." That isn't what I've said, and I've repeatedly stated the opposite. I just want a mixture that is more favorable than a goddamn roulette wheel.Where to me the frustration of failing at stuff - even occasionally to the point of having to abandon the adventure and find something else - is just part of the game.
Out of curiosity, then, how do you feel about the quoted and image-capped stuff from the 1e PHB above? The stuff Gygax himself wrote about needing some 15s (aka needing some actual bonuses) in order to survive?I suppose the question becomes one of how great a divergence from the norm one is willing to accept. In my case, I'll accept 'slight' but could live with 'none'.
Er...that's...not what I was talking about. About 10% of people are left-handed overall. Specifically in interactive sports, and not JUST baseball, most of them (hence why I mentioned tennis...), the ratio of "using left hand dominantly" is closer to 50/50. Whatever the reason--even if the person in question is normally right-hand dominant--it would be incorrect and lead to errors if you presumed that dominant-handedness has the same distribution in that group as it does in the overall population. That is just one, singular, example of how a relevant statistic can be radically different among a group of people who share a common divergence from society at large. Such differences can be subtle, profound, or anywhere between.You're off on this one: many otherwise-right-handed people bat left in baseball or shoot left in hockey. (in hockey, finding players who shoot right for certain positions can be a challenge, as most shoot left)
Okay, but you're talking in a thread about 5e, and making broad-stroke assertions. If you always meant to talk about something four editions gone, it would be a lot easier to get your point (and save a lot of pointless replying) if you specified that sooner.What you're pointing out here is IMO a failing of how 5e handles checks - too easy for an expert to fail and also too easy for a non-expert to succeed
Then you should be aware that these things are not how most people play D&D anymore. It is not, at all, bad to play this way. But it is atypical to play this way now, and speaking of rules design as though everyone not only can, not only does, but should play this way will lead to exactly the kind of discussion we're having now.Yes, I always presume that...but then, I've been in more or less the same group since I started. We also turn over characters fairly quickly, particularly at low level, as our games tend to be (by modern standards) hella lethal; so there's little point in getting married to a concept* as chances are strong that it won't make it to its third adventure anyway.
See, Lanefan, here's a critical problem: My desired system is compatible with your interests, but your desired system isn't compatible with mine.And, you're on about 'watching it evolve' again, where my expectation is that - unless my luck runs consistently hot - I'm far more likely to watch it die. My main hope is that I can somehow make that death entertaining and memorable.![]()
A system where things can evolve can still be pushed hard enough that death occurs often and can be entertaining and memorable. But a system where death is frequent (whether or not it is entertaining and memorable) prevents evolution from occurring in the first place. Using an actual biology analogy: you need selection pressure to permit evolution, and sometimes selection pressure does rise high enough that things just die rather than having the time to evolve. But if death rates are consistently extremely high, evolution can never take place because things don't live long enough to reproduce at all.
If one of us has a design strategy that can, if massaged, accommodate both interests, while the other has a design strategy that can only accommodate one interest, which strategy is better for us to use?
I deal with severe social anxiety and have reasons why travelling around the city where I live (even with its reasonably good public transit) isn't ideal. All of my gaming experiences have been over the internet, pretty much by necessity.If your life situation has you bouncing from one town to another every year or two, I can't offer much by way of suggestion.
Unlikely. I have played actual, legit old-school D&D (well, Labyrinth Lord). It wasn't my cup of tea. The lethality, the mercenary attitude, the cavalier disregard...it gets to me. It feels, not so much "painful," as "wearying" I guess. I derive far too little joy from it to consider it a pleasant activity.You might be pleasantly surprised.![]()
So...I'm really confused. You're okay with +2s (since 3e's minimum rolling rules guarantee characters with at least a 14 in their highest stat), but not +3s? A single extra plus is enough to take you from, "Ah, that's slightly special," to "Holy mother of mercy, how can anyone relate to this person?!"? Because...uh...that's an opinion I can't relate to.Yes - that's the 'slight' special-ness I was referring to above.
Again: if I wanted a roulette wheel, I'd go to a casino. Being probabilistic and being ToTaLlY rAnDoM bRo!1!1 are not at all the same thing, and having some degree of control over what risks you take is thoroughly precedented in D&D even all the way back to OD&D. It's not a crap shoot--and asking for it to be, indeed, saying that's how it should be for everyone, is DEFINITELY going to ruin the fun for a LOT of people.Here we differ hugely, as I see the game as very luck-based and prefer if the setting tries to simulate its own reality at the very least.
Okay so...now you're not even playing 1e as described. You're inventing this whole other D&D that never actually existed, where your views are validated by the rules? And you think everyone should be expected to play that way?Though this general idea has been present since 1e or earlier, I've never bought in.<example snip>
I think I'm deeply misunderstanding your point here, because as presented this...is a pretty surprising statement.
"Tremendous"? Really? Let's take a look at an actual level 1 "commoner-type" creature. There is no such thing properly in 4e (the only things like a "commoner" proper are minions, which are explicitly only 1/4th of a typical creature anyway), so I'm looking at the level 1 Human Street Entertainer. If that doesn't meet your standards, well, I'm sorry, there aren't very many options for an ordinary village humanoid at creature level 1. The Entertainer has 29 HP (slightly less than a high-Con Defender, more than most middling-Con characters), AC 15 (lowish but not horrible), slightly weak non-AC defenses (12/14/13). It has a d8+4 basic attack (+6 to hit vs AC), all of which is typical for a 1st level character with an 18 in their primary attack stat and a +2 proficiency weapon.When you leave the 'slightly's in there I can get behind this. It's when adventurers are automatically assumed to be hugely above the norm I get annoyed - see for example the tremendous degree of difference between a 1st-level character and a commoner in 4e.
Not really seeing where this "tremendous" gap is. Yes, if you compare a minion creature to a PC, you'll see a gap, but that's pretty clearly not an apples-to-apples comparison!
Not forgetting. I'm consciously ignoring a mechanic D&D hasn't used for twenty years, in part because it is highly counter-intuitive for many people (that "low" results are good for this specific thing, and "high" results are good for most everything else--initiative, damage dealt, saving throws). Again, this is a thread about 5e, and you have been speaking in very generic and sweeping terms until very recently.You're forgetting the roll-under mechanic in early editions, which made stats rather important.