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Clerics & Co. are Not MAD
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<blockquote data-quote="Garthanos" data-source="post: 4845614" data-attributes="member: 82504"><p>Stats are there to help visualize characters as well as play the game (imaginative understanding of the stats can have them mean dramatically different things and there is more flexibility built in there than people think)</p><p></p><p></p><p>People cheating on the die rolls in the old days... I remember them well... people not optimizing because all the attributes seem important in real life should absolutely not be compared to that!</p><p></p><p></p><p></p><p>Way too dramatic of response.</p><p></p><p>D&D makes some really cool and interesting assumptions about attributes, heros will play to their best abilities (like winners do in real life) so being focused actually plays out as a good thing. </p><p></p><p>In real life specialists are also better at what they do and when operating in a team the team can succeed in grander ways (and realistically will sometimes fail in grander ways) A group of generalists neither fail as grandly or succeed as grandly as a group of specialists.</p><p></p><p>That lack of extreme failure...(might be something I think we can bring in).</p><p></p><p></p><p></p><p>Earlier games ( I skipped 3.x) were a bit overtly deadly and really felt like you were an apprentice without the kind of "fate" intervening which always happens for less skilled hero's in books and movies... you weren't heroic in any sense...Most characters even fighters could be downed in one attack no opportunities to flee. Boosting con and class choice was the only method for adjusting to it and the ranger was a high hit point 2d8 character so it sounds like your player both in archetype choice and attribute boosting was gaming for an earlier game and wanted to feel safe.</p><p></p><p>Players with preconceptions about how it will play have to learn the games distinctions... which is some of my players issues.. but with others it may just be philosophical.</p><p></p><p></p><p></p><p>Well that while somewhat targets... feels tooo patchy... and totally divorcing reliability of attacks from attributes is well dramatic enough to break too much if you do it wrong.</p><p></p><p>Having ways for "other attributes" to be useful can be a way to balance the problem of MAD because mad is no longer "a problem" ie overly unfocused character design will have its uses too. One example is making the lesser stat "sometimes" used in defense.</p><p></p><p></p><p></p><p>Note for monsters it might just be necessary to always pretend their armor is heavy and combat advantage lets you get around it. ( really stupid monsters become awfully hittable when you get CA if you dont)</p><p>shrug the main purpose is for pcs anyway ;-)</p></blockquote><p></p>
[QUOTE="Garthanos, post: 4845614, member: 82504"] Stats are there to help visualize characters as well as play the game (imaginative understanding of the stats can have them mean dramatically different things and there is more flexibility built in there than people think) People cheating on the die rolls in the old days... I remember them well... people not optimizing because all the attributes seem important in real life should absolutely not be compared to that! Way too dramatic of response. D&D makes some really cool and interesting assumptions about attributes, heros will play to their best abilities (like winners do in real life) so being focused actually plays out as a good thing. In real life specialists are also better at what they do and when operating in a team the team can succeed in grander ways (and realistically will sometimes fail in grander ways) A group of generalists neither fail as grandly or succeed as grandly as a group of specialists. That lack of extreme failure...(might be something I think we can bring in). Earlier games ( I skipped 3.x) were a bit overtly deadly and really felt like you were an apprentice without the kind of "fate" intervening which always happens for less skilled hero's in books and movies... you weren't heroic in any sense...Most characters even fighters could be downed in one attack no opportunities to flee. Boosting con and class choice was the only method for adjusting to it and the ranger was a high hit point 2d8 character so it sounds like your player both in archetype choice and attribute boosting was gaming for an earlier game and wanted to feel safe. Players with preconceptions about how it will play have to learn the games distinctions... which is some of my players issues.. but with others it may just be philosophical. Well that while somewhat targets... feels tooo patchy... and totally divorcing reliability of attacks from attributes is well dramatic enough to break too much if you do it wrong. Having ways for "other attributes" to be useful can be a way to balance the problem of MAD because mad is no longer "a problem" ie overly unfocused character design will have its uses too. One example is making the lesser stat "sometimes" used in defense. Note for monsters it might just be necessary to always pretend their armor is heavy and combat advantage lets you get around it. ( really stupid monsters become awfully hittable when you get CA if you dont) shrug the main purpose is for pcs anyway ;-) [/QUOTE]
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