FrogReaver
The most respectful and polite poster ever
Not alot of time but I wanted to get the concept out quickly. I can elaborate more later. For now, see below.Oh boy. It's time to whip it out.
Sure, it works great in practice, but how does it work in theory?
I'd like to understand why you made this comment, honestly. This is what I wrote in the conclusion-
Even if we did. At most we could say, in critical role campaign X with these other players and characters making these decisions this character output this damage. As you have already suggested, there’s no reason to assume that remains the same with in other critical role campaigns, or when not done by critical role or when the players or characters or decisions change.That's both simple and complicated. The primary problem is that D&D, unlike most sports, doesn't have a large catalog of observed games for statistics. Now that we have twitch, and critical role, and other publicly broadcast games, maybe someone could start compiling that.... but that's neither here nor there. But there is always going to be a difference between "white room" stats and statistics in play. This may change with Beyond and the VTT, but we would need to see it in action.
In sports that mostly works because teams are usually similar year to year and all play by exactly the same rules, etc, but when there’s a big shakeup everyone wonders how things will pan out.
Well no, for Monte Carlo sims to work you have to weight the scenarios you are running correctly. There’s no feasible way to do that. Its a similar problem with white room, except white room spells out its specific set of assumptions. And even if we could there’s also the problem of who gets assigned the damage due to a buff or debuff.Other than that, the best way to get useful statistics is to run simulations (Monte Carlo simulations & regression analysis) over and over again with different party compositions and different combats and see the results.
IMO. All the additional assumptions needed to make a team based Monte Carlo sim give you good information is what makes it garbage in comparison. It’s the very reason white room doesn’t assume party composition or other players character decisions. It’s not because they cannot include those assumptions if they desire, but because trying to make those assumptions generally obscures more than they reveal.There would necessarily be limits to this based upon even more factors (what monsters, how are the PCs making decisions, accounting for spellcasting, accounting for terrain etc.) but it would provide you with more useful information. IMO.
Even a large enough dataset isn’t forecastable because it’s not like baseball where we have mostly the same teams facing mostly the same opposition all playing by exactly the same set of rules.Now, I think that the best way to understand how the various abilities work in terms of play, with different synergies between characters and in different situations and different party compositions should be obvious, at least to me.
By seeing how it actually works in play! If you have a dataset that is large enough, that would be ideal.
I’m not saying DPR is best metric ever, but it’s just that all the alternatives stink even more. D&D isn’t like baseball for a variety of reasons and those differences make predicting contributions really hard - unless we limit ourselves to a specific set of assumptions and a single character - and while not perfect it’s easy enough to recalculate on the fly for other assumptions as needed.
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