D&D 5E [D&D Next] Second Packet - initial impressions

Balesir

Adventurer
Yes, having random ability scores does have something to do with challenge. It's the challenge of succeeding or failing with what fate dealt you. How many timess do I have to repeat that??
Right - I understood the first time - I just don't think it's a functional way to proceed. I note how many games of all sorts, that are based around "winning" or "succeeding", have random or differential setups that are designed to gimp some players arbitrarily from the start. Noughts and crosses (what you call "tic tac toe" in the US?) is the only one that springs to mind.

So again explain to me how playing with whatever lady luck gives you (even if it is a missfiring gun)... isn't a challenge as opposed to what you carefully optimize or pick? It seems like you're equating challenge to a very specific type of challenge (perhaps challenges Balesir approves of??) for some reason.
Based on my ignorance of Modern Warfare 3 I'm going to stop this thread here rather than gamble on making mistakes that Imaro disapproves of.

And you fail to see how that can be fun and challenging for some people? It seems pretty simple to me. Randomness is fun for alot of people (in the same way gambling can be). Having bad (or even good) scores can be fun and challenging because you're not playing exactly what you built to do exactly what you want in exactly the way you want.
Gambling can be fun, because you gamble on each hand or throw of the dice. Playing with loaded dice or a stacked deck are considerably less popular - and that's the analogy, here.

You still don't get it. It's not about picking bad scores... randomness is not picking bad scores. It's about letting fate decide and succeding on what was given.
Right - which is fun for short instances, not for life.

What ad hominem? I asked a question.
If I ask someone "have you always been a jerk?" that's "just asking a question". Asking a question doesn't preclude the question being a (possibly veiled) attack, even if the asker shrugs and looks innocent after asking.

Really? I think whaty it "bills itself as" depends a great deal on what edition of D&D we are talking about here. And since 5e is supppose to unite the editions... random character generation has been the default method more than it hasn't.
D&D has systems whereby you collect experience points, go up levels and loot dungeons/find treasure. It always has had. Levels go up to high numbers (at least 10 or so). Expecting that at least some characters should go up levels and have long, successful careers as adventurers might not be automatically valid based merely on the fact that such systems exist, but the fact that these systems have been the core of every edition so far seems to suggest that it is intended. Given such an expectation, rolling a really substandard character seems like just a hurdle or a waste of game time until they get killed - which I can't really see being a "fun" element in any game.
 

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Balesir

Adventurer
Hi, I am Jacob Marley and I enjoy rolling for stats in D&D.

The point is that some of us don't come to the table with a pre-existing idea of what our character is. The challenge is to take this random collection of numbers and make something interesting out of it. Balance between characters is not a priority amongst us.

This misses the point. Again, the point is that we want the unknown. We want to take that unknown and watch as it becomes known. And then to mold and shape that into something special. Telling us to choose either by an array or by a point-buy system is to deny us the very point to which we are playing.

Its not about being overpowered or underpowered. Its about the whole journey of discovering who this character is.
Congratulations! You have shown me that there is at least one person out there playing D&D just to explore; I note that nowhere do you refer to succeeding or "winning", just "getting something interesting" and "discovering". In my original post I mentioned in a footnote that this is a viable mode of play, but I didn't think it was common with D&D, specifically. It might not be common, still, but it clearly exists.

FWIW (and I don't expect it to be much) I think D&D is a poor fit for this playstyle, in the sense that I think there are other systems that do it much better. But, if D&D is what you know and you enjoy using it for "exploratory" play - good luck to you!
 

Umbran

Mod Squad
Staff member
Supporter
Hi, I am Jacob Marley and I enjoy rolling for stats in D&D.

Same here.

The point is that some of us don't come to the table with a pre-existing idea of what our character is. The challenge is to take this random collection of numbers and make something interesting out of it. Balance between characters is not a priority amongst us.

There's another reason, as well, that so many folks miss.

Imagine your game is about to begin. The GM tells you to make a character. You ask, "What kind of character should I make?" The GM replies, "Anything you want!"

The GM does not recognize that while this seems open and accepting, it is not necessarily helpful. It opens the player to "option paralysis", where having too many options makes choosing nearly impossible. Rolling stats goes a long way in eliminating that issue. It restricts the player's choices somewhat, eliminating many of the potential options, and can bring the decision set down to a more manageable size.

If people are really that concerned about one option being listed before another, well fine, put it in alphabetical order then: Array, Dice, Point-buy. Seriously, is it that big a deal?

Agreed. If all options are presented, they'll all be explored. Options that are not presented at all will be explored, too. That's the nature of RPG players. We tinker.

... the extremely generous house rules for dice rolling that have been in place in every extended game with rolled stats I've ever played in (choose the best from multiple stat arrays, rerolling 1s, bonus points afterwards, ...) defeat the point of rolling.

Yes, well, as was implied above - perhaps rolling is not a great option for those games or players that are (for whatever reason) quite so concerned about stat balance.
 

Imaro

Legend
Right - I understood the first time - I just don't think it's a functional way to proceed. I note how many games of all sorts, that are based around "winning" or "succeeding", have random or differential setups that are designed to gimp some players arbitrarily from the start. Noughts and crosses (what you call "tic tac toe" in the US?) is the only one that springs to mind.

You do realize that one player starting first is an advantage in most games which is usually determined in some random way... right?



Gambling can be fun, because you gamble on each hand or throw of the dice. Playing with loaded dice or a stacked deck are considerably less popular - and that's the analogy, here.

The odds in casinos favor the house... but that doesn't seem to dampen the fun of the millions who go. That's the analogy here.

Right - which is fun for short instances, not for life.

Sorry I can't comment... I've never had a campaign that lasted...for life.

If I ask someone "have you always been a jerk?" that's "just asking a question". Asking a question doesn't preclude the question being a (possibly veiled) attack, even if the asker shrugs and looks innocent after asking.

I asked if you had limited interaction with various playstyles... it wasn't (intended to be) any more or less offensive than how you chose to describe the playstyle to Cadfan earlier. I'm not assuming anything, I'm asking and you stated that you have in fact had experience with various playstyles... so cool.

D&D has systems whereby you collect experience points, go up levels and loot dungeons/find treasure. It always has had. Levels go up to high numbers (at least 10 or so). Expecting that at least some characters should go up levels and have long, successful careers as adventurers might not be automatically valid based merely on the fact that such systems exist, but the fact that these systems have been the core of every edition so far seems to suggest that it is intended. Given such an expectation, rolling a really substandard character seems like just a hurdle or a waste of game time until they get killed - which I can't really see being a "fun" element in any game.

Nothing inherent in having average to below average attributes stops one from progressing through levels, especially in earlier editions where the effect of attribuite bonuses is minimal. Again this is an edition that is supposed to unite all fans and while you aren't a fan of randomness and rolling in character generation... this thread alone shows there are some/many that do. So I'm sorry you can't see that some average/bad stats do not equate to guaranteed death and I'm sorry you can't understand why other people would find something fun that you don't... not really sure what else to say since you've admitted you can't understand why it's fun for others or as a game element.
 

Zustiur

Explorer
For what it's worth; my new rolled stats variant is:
4d6, drop the lowest, arrange to taste, but with a twist.
All of the players roll their 6 sets of dice. Each player then chooses any one of those sets of 6 stats for their on character. This means they can all have different stats, or all pick the same set if they so choose. My players now get to choose how 'balanced' they want the stats to be across the party.

On a sad note, I can't believe how much of this thread has been dedicated to an argument of rolling vs points buy. What does that have to do with the playtest? Get back on topic people!
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I like where the equipment is going, particularly d4 for clubs and the whole finesse weapons bit. I was never a fan of weapon sizes, so I like the return to the older mechanic. I echo the call for more armour types and less 'fantastic' armour though.
I haven't had a chance to read through classes properly yet.

I'm still not a fan of unlimited, guaranteed hit, magic missiles, but the idea is slowly seeming more reasonable.
 

billd91

Not your screen monkey (he/him)
On a sad note, I can't believe how much of this thread has been dedicated to an argument of rolling vs points buy. What does that have to do with the playtest? Get back on topic people!

But it is on topic. We're now dealing with a part of the play test that includes character generation. That includes stat generation.

Also, there's the human bonus to consider. With the standard array, the effect at 1st level is muted (only noticeable with 2 stats). With 4d6-low, the effect is likely to be noticeable on about half the stats, but could be less or more fairly easily. With point-buy, the stats could be bought such that all 6 are higher than a non-human could buy. This means that with some stat generation methods, a human may be +1 on all checks involving just a limited number of stats or potentially all of them - including attacks, saves, skills, and even damage. That's pretty big and I wonder if that is why point-buy has not been included in the play test.
 

Scribble

First Post
How about we split the difference?

Roll dice to determine the number of points you get to spend on your stats, or which array you gt to use.
 

Victim

First Post
You do realize that one player starting first is an advantage in most games which is usually determined in some random way... right?

You do realize that in many games where balance is actually considered in design, the starting player pays for that advantage in some way, like by getting fewer moves on the first turn, a scoring handicap, use multiple games in a match or bonus resources for later players, right? Other games have mechanics such that going first is not an unmitigated advantage. For instance, in Rex, the first player can move to exploit opportunities that open up more cheaply with his move. OTOH, going later than other players means you can counter attack any weakness that opens up, and potentially go for a game winning move without reprisal. Proper design can mitigate the importance of that random roll.

I understand that Reign (which I've neither played nor read) has random generation that assigns stuff randomly instead of determining the amount of stuff randomly, such that random characters are roughly on par with other characters. And our group had more fun rolling up Traveler characters and seeing what happened to them than we did playing the game. The new Gamma World presets your primary and secondary attributes, and then has 3d6 random for the others (with full healing between encounters, and 4e style HP - with 3.x/5e HP and Con rules, Con is so universally powerful that it'd probably have to be set as well) so characters are pretty good at their main things and mostly vary on secondaries.

But the traditional random generation in DnD doesn't just assign stuff, or come up with improbable chains of background events.

It's deeply tied in with the chance to get considerably more (with the current attribute mod system, way more) or less.

Is that really necessary to meet your character?
 

Ahnehnois

First Post
Right - I understood the first time - I just don't think it's a functional way to proceed. I note how many games of all sorts, that are based around "winning" or "succeeding", have random or differential setups that are designed to gimp some players arbitrarily from the start. Noughts and crosses (what you call "tic tac toe" in the US?) is the only one that springs to mind.
Ah, and here we have it. D&D is a game in the broad sense of the word, but is not winnable and is not inherently based on any type of success. If you play D&D to win, then yes, rolling stats might cause problems.

So can a lot of things, in that case. Not everyone is interested in having their D&D character succeed against any particular standard.
 

Iosue

Legend
16s rolled are twice as sweet as 16s bought. /paulnewman

I seriously don't get that this is an argument at all. I mean, if Mearls said "3d6 in order is the only way", or "Only standard arrays", then yeah, go to the mattresses. But when he says "Default will be 4d6 drop 1, and we'll also have standard arrays and point buys", then we have nothing to argue about. Everyone's getting what they want. I mean we have so many options.

Standard Arrays - For the player who wants quick generation, and doesn't want to fiddle with points, but doesn't like the randomness of rolling.

Point Buys - For those who just love to tinker and tune their characters. Also good for varying play, as one group might go with 22 points, while another might go more heroic with 26.

3d6, in order - For those who like meeting their character, letting the dice inspire them.

4d6, drop one - Same as above, but for those who want a little more heroic action.

3d6/4d6, arranged to taste - Great for those who just want the dice to suggest a direction they can go with. Or someone who knows what class they want to play, but doesn't want to fiddle with points, and likes the variability of rolling dice.

It's all good. Win-win.
 

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