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Critique My Funnel Rules for D&D5E 2024
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<blockquote data-quote="Tigris" data-source="post: 9873562" data-attributes="member: 7043270"><p>What exactly is your design goal behind the funnel? You mention several things, but whats the main reason you want it?</p><p></p><p></p><p>Variety? If yes then having well made premade level 3 characters with different classes and subclasses and distribute them at random will be way more varied in the result.</p><p></p><p>Balance? (Preventing min maxing), then disallowing multiclassing does a way better job overall and just using point buy for character stats (and making sure you have the correct number of encounters and short rests)</p><p></p><p>Want that payers have a hard time (game not too easy)? ("Preventing min maxing"), you can also do this by just using too high level enemies for players.</p><p></p><p>Tutorial? D&D 5.24 already has tutorial built in. Level 1 and 2 are tutorial levels, and the recommended starting level is level 3. So the "funnel" is already level 1 and 2, which you skip with players who are familiar with the system since most players hate level 1 and 2 (only DMs like to force it upon players).</p><p></p><p>Getting an old school/nostalgia feel? Then I think using old looking maps (and minis and dice), and an old adventure (or rework of it) will do better.</p><p></p><p></p><p>I am clearly not the target audience, but for me this just sounds like a chore, especially since level 1 and 2 are already quite a chore in 5E. </p><p></p><p></p><p>Also 5.5 is specifically designed (and "balanced) with having in mind that players start with their main stat at 17, so that they can take an interesting and strong feat at level 4. So if the random +2 is not applied to your 15, then you are kind of screwed from the start and might even miss out on a cool choice later (level 4) because of a bad random roll 10 sessions or so ago. Also some classes are just soo much more stat dependant, like Monk or Barbarian, and they dont want to start with the default starting array but with 15/15/14 or something similar, so these classes are just way harder to play with your funnel, so people wont choose them so overall variety is smaller. If you want randomly created characters for variety, then roll "primary stat" (cant be con) and "secondary stat" (can be con), and give these stats a 17 and a 16 and then randomly decide the rest. </p><p></p><p></p><p>Else you might have party members which are really unequal in power AND you cant trust the encounter building guidelines anymore, which in 5.24 improved a lot compared to the original 5E release.</p></blockquote><p></p>
[QUOTE="Tigris, post: 9873562, member: 7043270"] What exactly is your design goal behind the funnel? You mention several things, but whats the main reason you want it? Variety? If yes then having well made premade level 3 characters with different classes and subclasses and distribute them at random will be way more varied in the result. Balance? (Preventing min maxing), then disallowing multiclassing does a way better job overall and just using point buy for character stats (and making sure you have the correct number of encounters and short rests) Want that payers have a hard time (game not too easy)? ("Preventing min maxing"), you can also do this by just using too high level enemies for players. Tutorial? D&D 5.24 already has tutorial built in. Level 1 and 2 are tutorial levels, and the recommended starting level is level 3. So the "funnel" is already level 1 and 2, which you skip with players who are familiar with the system since most players hate level 1 and 2 (only DMs like to force it upon players). Getting an old school/nostalgia feel? Then I think using old looking maps (and minis and dice), and an old adventure (or rework of it) will do better. I am clearly not the target audience, but for me this just sounds like a chore, especially since level 1 and 2 are already quite a chore in 5E. Also 5.5 is specifically designed (and "balanced) with having in mind that players start with their main stat at 17, so that they can take an interesting and strong feat at level 4. So if the random +2 is not applied to your 15, then you are kind of screwed from the start and might even miss out on a cool choice later (level 4) because of a bad random roll 10 sessions or so ago. Also some classes are just soo much more stat dependant, like Monk or Barbarian, and they dont want to start with the default starting array but with 15/15/14 or something similar, so these classes are just way harder to play with your funnel, so people wont choose them so overall variety is smaller. If you want randomly created characters for variety, then roll "primary stat" (cant be con) and "secondary stat" (can be con), and give these stats a 17 and a 16 and then randomly decide the rest. Else you might have party members which are really unequal in power AND you cant trust the encounter building guidelines anymore, which in 5.24 improved a lot compared to the original 5E release. [/QUOTE]
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