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Is Tasha's Broken?
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<blockquote data-quote="Willie the Duck" data-source="post: 8610201" data-attributes="member: 6799660"><p>Really, because I had a pretty specific point above about it having nothing to do with what the numerical output of the scores meant and more about communicated norms. </p><p></p><p>And I think that is really a major focus of the issue for people who don't spend their time on D&D-focused message boards, and don't care if the +1 modifier is +5% or +20-30% or whatever*. A system in which attributes highly influence success in a given class; which has array/point buy such that you can get to +2 mod max, or +3 if you choose a synergistic race*<em>; communicates a benchmark of what well-inhabits the role of 'I am playing a reasonably competent starting <class>' completely irrespective of how much that influences your in-game success. Can the game be played thoroughly successfully starting with a +2 mod? Absolutely**</em>. But it still comes with the framing of you could have started one notch higher if you'd chosen a race that complements a given class. </p><p><em><span style="font-size: 9px">*none of these comparisons are going to include all the necessary context anyways. A +1 Dex Mod isn't just to-hit and damage for an archer, it is initiative, AC, saves, and skills. An Int Mod for a wizard is variety of spells prepared every morning. A Bard get to use his primary unique ability more times per rest for each +1 Cha mod. The number of context-qualifiers in the model are immense.</span></em></p><p><span style="font-size: 9px"><em>**Or for rolled stats maxes of +4 and +5, respectively.</em></span></p><p><em><span style="font-size: 9px"><span style="font-size: 9px">***On default difficulty and if you retreat when in over your head, most options are playable, minus deliberate worst-build thought experiments.</span></span></em></p><p></p><p>I think that speaks to a real shift in the starting 5e-- when the designers thought they were trying to make the most D&D of all D&Ds and bring back the prodigals from all the previous editions-- to now that it has been a runaway success and bringing in so much new blood. They initially assumed people wanted to hew to the old format of you choosing a halfling if you wanted to be a thief, a half-orc if you wanted to run up and hit things with (sometimes metal-tipped) sticks, and so on. The ne influx came along and said (roughly) 'no thanks, why have two separate choice tracks if you aren't supposed to do a many-to-many join and try out all the different results?'</p></blockquote><p></p>
[QUOTE="Willie the Duck, post: 8610201, member: 6799660"] Really, because I had a pretty specific point above about it having nothing to do with what the numerical output of the scores meant and more about communicated norms. And I think that is really a major focus of the issue for people who don't spend their time on D&D-focused message boards, and don't care if the +1 modifier is +5% or +20-30% or whatever*. A system in which attributes highly influence success in a given class; which has array/point buy such that you can get to +2 mod max, or +3 if you choose a synergistic race*[I]; communicates a benchmark of what well-inhabits the role of 'I am playing a reasonably competent starting <class>' completely irrespective of how much that influences your in-game success. Can the game be played thoroughly successfully starting with a +2 mod? Absolutely**[/I]. But it still comes with the framing of you could have started one notch higher if you'd chosen a race that complements a given class. [I][SIZE=1]*none of these comparisons are going to include all the necessary context anyways. A +1 Dex Mod isn't just to-hit and damage for an archer, it is initiative, AC, saves, and skills. An Int Mod for a wizard is variety of spells prepared every morning. A Bard get to use his primary unique ability more times per rest for each +1 Cha mod. The number of context-qualifiers in the model are immense.[/SIZE][/I] [SIZE=1][I]**Or for rolled stats maxes of +4 and +5, respectively.[/I][/SIZE] [I][SIZE=1][SIZE=1]***On default difficulty and if you retreat when in over your head, most options are playable, minus deliberate worst-build thought experiments.[/SIZE][/SIZE][/I] I think that speaks to a real shift in the starting 5e-- when the designers thought they were trying to make the most D&D of all D&Ds and bring back the prodigals from all the previous editions-- to now that it has been a runaway success and bringing in so much new blood. They initially assumed people wanted to hew to the old format of you choosing a halfling if you wanted to be a thief, a half-orc if you wanted to run up and hit things with (sometimes metal-tipped) sticks, and so on. The ne influx came along and said (roughly) 'no thanks, why have two separate choice tracks if you aren't supposed to do a many-to-many join and try out all the different results?' [/QUOTE]
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