Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
Exactly how important is it to start the game with a +3 ability score modifier?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="RCanine" data-source="post: 6859785" data-attributes="member: 85040"><p>I was interested in trying some oddball race/class combos, and started working on a guide for spellcasters interested in suboptimal casting stats. What I discovered is that there are a TON of spells that require neither a saving throw nor attack modifier. I'm categorizing spells alphabetically, and I've got almost 100 entries and I'm not even to "F" yet.</p><p></p><p>Now, there are a lot of asterisks to this: almost none of these spells do damage, and many of them enable your allies. More often than not, AL adventures are about how many HP you can burn through before you die or run out of (IRL) time. But there are still a lot of useful things in that list.</p><p></p><p>Remember that +1 to hit/save DC increases your hit chance to 5% higher than it was; mathematically, this means that against an AC 14 creature, you'll hit 50% of the time instead of 55% of the time -- a +3 ability modifier would give you +10% hit rate. The value of this changes significantly based on what you face; an 18 AC monster will be 30% -> 35% or +16% hit rate while an AC 10 creature is 70% -> 75% or only +7% hit rate. This change in hit rate becomes less noticeable the better your chances, so if you have other ways to improve your hit rate (darkness shenanigans, archery fighting style, reckless attack) you'll mitigate this a bit.</p><p></p><p>To think about it another way, you have a 5% chance per attack that your 14 stat relative to a 16 stat will <strong>matter</strong>—95% of the time, you would have achieved exactly the same outcome regardless of +2 or +3.</p><p></p><p>Similarly, remember that there's an opportunity cost to taking a 16 stat. If, for example, taking a 14 in your spellcasting stat lets you get a 16 in Dexterity, that means the 5% chance of spellcasts mattering is exchanged for 5% chance of dodging a fireball, balancing on a tightrope or beating a monster in initiative that you otherwise wouldn't.</p><p></p><p>In the end, you're probably not going to notice a +1 here or there, especially if the value you get in exchange is quite high. It really depends on what's important to you in how you play. But if the <em>only</em> thing you care about is how much damage you do in a white-room simulation, then a 16-stat at level 1 will always be superior.</p></blockquote><p></p>
[QUOTE="RCanine, post: 6859785, member: 85040"] I was interested in trying some oddball race/class combos, and started working on a guide for spellcasters interested in suboptimal casting stats. What I discovered is that there are a TON of spells that require neither a saving throw nor attack modifier. I'm categorizing spells alphabetically, and I've got almost 100 entries and I'm not even to "F" yet. Now, there are a lot of asterisks to this: almost none of these spells do damage, and many of them enable your allies. More often than not, AL adventures are about how many HP you can burn through before you die or run out of (IRL) time. But there are still a lot of useful things in that list. Remember that +1 to hit/save DC increases your hit chance to 5% higher than it was; mathematically, this means that against an AC 14 creature, you'll hit 50% of the time instead of 55% of the time -- a +3 ability modifier would give you +10% hit rate. The value of this changes significantly based on what you face; an 18 AC monster will be 30% -> 35% or +16% hit rate while an AC 10 creature is 70% -> 75% or only +7% hit rate. This change in hit rate becomes less noticeable the better your chances, so if you have other ways to improve your hit rate (darkness shenanigans, archery fighting style, reckless attack) you'll mitigate this a bit. To think about it another way, you have a 5% chance per attack that your 14 stat relative to a 16 stat will [B]matter[/B]—95% of the time, you would have achieved exactly the same outcome regardless of +2 or +3. Similarly, remember that there's an opportunity cost to taking a 16 stat. If, for example, taking a 14 in your spellcasting stat lets you get a 16 in Dexterity, that means the 5% chance of spellcasts mattering is exchanged for 5% chance of dodging a fireball, balancing on a tightrope or beating a monster in initiative that you otherwise wouldn't. In the end, you're probably not going to notice a +1 here or there, especially if the value you get in exchange is quite high. It really depends on what's important to you in how you play. But if the [I]only[/I] thing you care about is how much damage you do in a white-room simulation, then a 16-stat at level 1 will always be superior. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Exactly how important is it to start the game with a +3 ability score modifier?
Top