D&D 5E Randomness and D&D

prabe

Tension, apprension, and dissension have begun
Supporter
I know that the last games of 1e I was involved with, we went with max hp at 1st level, but that was a heavily houseruled version of 1e, right before 3e came out. (Yes, that group skipped 2e.)
 

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Mannahnin

Scion of Murgen (He/Him)
It's definitely been interesting over time seeing various common house rules become official. Whether more generous ability rolling methods being tried in the 70s and made official in AD&D, 50 coins to a pound going from a Dragon article and common discussion in 1E to official in 2E, various rules for flanking and for max HP at first level we were using in 2E becoming official in 3E...
 

First off, great post! Loved it! Two thumbs up! (y)(y)

First, the d20 is too swingy. IMO I think skill should trump randomness, so using something non-linear like 2d10 (even for attacks) would be better.

We have tried this and we tried 3d6 and noticed, that 1d20 randomness is a feature, not a bug. D&D's main attraction is, that everyone can try to take part in everything. With 3d6, a 3 point difference in skill can mean: don't bother trying.

I can imagine scenarios where you would like that, for example heist scenarios, where you might have tools to reduce DC and where you want specialists that need to do certain things. But as a general rule it feels so much disabling instead of enabling roleplaying.
 

Mannahnin

Scion of Murgen (He/Him)
We have tried this and we tried 3d6 and noticed, that 1d20 randomness is a feature, not a bug. D&D's main attraction is, that everyone can try to take part in everything. With 3d6, a 3 point difference in skill can mean: don't bother trying.

I can imagine scenarios where you would like that, for example heist scenarios, where you might have tools to reduce DC and where you want specialists that need to do certain things. But as a general rule it feels so much disabling instead of enabling roleplaying.
I definitely remember observing the huge difference in feel between, say, AD&D and GURPS (which uses a 3d6 resolution system, as no doubt some of you are aware) back in the 80s and 90s.

The other big trick with moving to a bell curved multi-dice resolution system is the varying and large impact of modifiers at different points along the curve. A +2 to the roll for a person with a skill of 10 is a much different impact than to a person with a skill of, say, 14. Whereas with a simple d20 a +1 is always 5% anywhere on the scale.

I agree that the swinginess of the d20 is definitely part of D&D's charm. Certainly in combat. I could more easily see moving to a bell-curved system for skills. In fact I somewhat commonly see DMs in OD&D games use ability checks on 2d6 (easy), 3d6 (medium difficulty) or 4d6 (hard task), in part because OD&D characters with their 3d6 down the line generation method, tend to have lower stats than in other editions.
 

You make a good point that the tables (and even just the available varieties) made it far more likely that a sword+1, +3 vs. undead was going to show up over a plain footman's mace+1.

This in practice didn't matter much; the magic weapons were extremely heavily weighted towards longswords with greatswords in second (as in something like twice as many magic swords as all other magic weapons combined and 70% longswords, 25% greatswords, and 5% other - with scimitars coming under other weapons). And clerics, of course, couldn't wield edged weapons. Also longswords and greatswords were the best because of the extra damage they got against large creatures while cleric weapons got the same or sometimes less damage when attacking large or larger.
 

James Gasik

We don't talk about Pun-Pun
Supporter
During the 2e era, where everyone was poring over books to try and equip their Fighters with the "best" weapon, my friends and I made a dizzying array of characters, some rather dubious (mostly because we had this insane belief that a game that let you make any character you desired would somehow make those characters good, lol- like the time I was inspired to make a Whip user after playing too much Castlevania).

What we quickly ran into, however, was that the value of these characters really depended on who was running. Some DM's had no problem with a player "finding" a powerful version of their weapon of choice. I had a tendency to flood my games with magic items because I thought they were so cool (I'd run modules, and replace "boring" items with cooler ones- like magic items from The Magister, or ones of my own design, thinking that was about the right distribution model, only to find out later that modules totally ignore the treasure type rules, lol). Another DM was super stingy and would toss you into Ravenloft and tell you how lucky you were to find a +1 knife.

But our forever DM had a compulsive gambling streak, and almost always used random treasure tables, including comprehensive ones of his own design! So we found that, in most cases, if we wanted to find a magical version of our weapon of choice, we had to go seek it out, it was probably not going to fall into our laps. Whip guy found an extremely powerful +3 mace, which I couldn't help but be grumpy about, lol.

A plethora of Katana users would sigh in dismay, while the jacked-up Sylvan Elf with Two-Weapon Style Specialization happily dual-wielded longswords. To say nothing of my Gladiator (the DM allowed me to use the Dark Sun class), who found out that, not only was he not going to find magic wrist razors, they actually suck. Fortunately, Gladiators are built to deal with that sort of thing, and he quickly moved on to other weapons (the class is proficient with all weapons, and can specialize multiple times in different weapons).

Though I would be remiss if I didn't mention my Savage Fighter. I had two 18's and I put them in Dex and Con, like a ninny. I had a Strength of 12! I couldn't wear armor, and I was specialized in the Greatspear (an absurdly powerful weapon, stat-wise, but fairly rare since it's not in the PHB).

To say I struggled mightily was an understatement, but it turns out having gobs of hit points is fairly nice in it's own right. Through sheer luck, I kept rolling stupidly high on hit point rolls, so I didn't die. Then we found a Deck of Many Things, and I ended up with Bracers of Armor, a Belt of Stone Giant Strength, and a Wish, which I immediately used to give my spear the power to "pierce even the toughest hide" (I always try to make my wishes plausible in character, even if this means I'm thrown to the mercy of the DM, lol), since we'd just had a disastrous encounter with gargoyles when playing The Sentinel.

I never got the full stats of the weapon, but I quickly graduated to one of the most powerful characters in the campaign. Now, while I had a blast, I started to go on solo adventures more and more over time, because I realized that I was outshining the other characters- suddenly, they were the ones struggling to keep up, instead of me.

And I knew what that felt like. Which is really my main issue with high randomness in D&D. It can be fun or miserable for an individual player, but rarely the whole group. Someone always ends up with a better deal, and you're not guaranteed to have a long enough timeline for the pendulum to swing the other way.

One guy gets a 17, and you get a 8. One guy gets a Broom of Flying, and another finds himself with a Ring of Swimming he doesn't have attunement slots for. And there's no guarantee of it ever balancing out.
 


DND_Reborn

The High Aldwin
We have tried this and we tried 3d6 and noticed, that 1d20 randomness is a feature, not a bug.
It is a bad feature, IMO.

D&D's main attraction is, that everyone can try to take part in everything
Everyone still can, you just have a more realistic appreciation for skill and ability with a non-linear system.

Here's a reason why I don't like it:

A contested check between two creatures: #1 is level 17 with +5 ability, for +11 total. #2 is level 1 with +0 ability for +2 total.

#2 has a 13.75% chance of out-right winning plus a 2.75% of a tie. This would be like a person who recently learned how to play chess vs. a grand-master.

Even if you use expertise and make #1 a total of +17, there is still a 2.50% #1 will lose.

There really should not be any chance and IMO the number should show that. Yeah, yeah, "But the DM only calls for a check when the outcome is in doubt blah blah blah and such..." Phooey! That is crappy and lazy game design.

Now, use 3d6 instead of d20. Even with +17 if #1 rolled 3, for a total of 20, and #2 rolled 18 with +2 also for a total of 20, would be a stalemate. The chances of the most unlikely outcome would be barely more than 0.002% or about 1 in 46000!!!

The other option in such cases is to do a skill-challenge type thing instead of a single roll. Perhaps like death saves with 3 success indicating victory and 3 failures is a loss. IMO 5E should have more things like this. However, for the above example, it would have to be 5 or even 7 successes/fails, not just 3.
 

It is a bad feature, IMO.


Everyone still can, you just have a more realistic appreciation for skill and ability with a non-linear system.

Here's a reason why I don't like it:

A contested check between two creatures: #1 is level 17 with +5 ability, for +11 total. #2 is level 1 with +0 ability for +2 total.

#2 has a 13.75% chance of out-right winning plus a 2.75% of a tie. This would be like a person who recently learned how to play chess vs. a grand-master.

Even if you use expertise and make #1 a total of +17, there is still a 2.50% #1 will lose.

There really should not be any chance and IMO the number should show that. Yeah, yeah, "But the DM only calls for a check when the outcome is in doubt blah blah blah and such..." Phooey! That is crappy and lazy game design.

Now, use 3d6 instead of d20. Even with +17 if #1 rolled 3, for a total of 20, and #2 rolled 18 with +2 also for a total of 20, would be a stalemate. The chances of the most unlikely outcome would be barely more than 0.002% or about 1 in 46000!!!

The other option in such cases is to do a skill-challenge type thing instead of a single roll. Perhaps like death saves with 3 success indicating victory and 3 failures is a loss. IMO 5E should have more things like this. However, for the above example, it would have to be 5 or even 7 successes/fails, not just 3.

Why exactly do you play DnD?
You seem to hate it.

For your chess example: maybe it is not one contested roll for the whole game, but it is one for the opening, one for the mid game and one for the end game.

Maybe you don't have to do contested rolls (note, how OneDnD seems to avoid contested rolls), but you need to do rolls against DC15 until you accumulate 3 successes or failures... And suddenly a +5 advantage will help.
Then you coud assume that the grand master has expertise, not just proficiency.
Maybe proficiency in chess game and expertise in investigation and deception and insight.
 

DND_Reborn

The High Aldwin
Why exactly do you play DnD?
D&D isn't the problem. 5E is IMO. And Bounded Accuracy in particular. It is a useless mechanic and didn't solve any problem in the game, simply shifted where the problem was.

I love D&D and have for over 40 years. It is why I have stuck with it as long as I have. I very rarely ever play any other RPG. Unfortunately, the groups I play and run all started with 5E and are much younger players who are used to the "video game effect" of instant reward/satisfaction.

For your chess example: maybe it is not one contested roll for the whole game, but it is one for the opening, one for the mid game and one for the end game.
Yeah, I know, I suggested a series of contested rolls.

Maybe you don't have to do contested rolls (note, how OneDnD seems to avoid contested rolls), but you need to do rolls against DC15 until you accumulate 3 successes or failures... And suddenly a +5 advantage will help.
OneDnD. :rolleyes: Ugh. Only making matters worse....

Then you coud assume that the grand master has expertise, not just proficiency.
Yeah, I did that, too.
Even if you use expertise and make #1 a total of +17, there is still a 2.50% #1 will lose.

Maybe proficiency in chess game and expertise in investigation and deception and insight.
Why? Implying advantage would help, but the other player could have similar skills (albeit without as much benefit with having a much lower bonus).

The die should not outstrip experience, but that is precisely what bounded accuracy has done and leads to some ludicrous results.

Two rogues are attempting to pick a lock with DC 15. R1 has +11, R2 has +2.

R1 has a 15% chance of failing. R2 has a 40% chance of success. The probability of both those events happening is 6% (more than 1 in 20).

I'm sorry, but there is no way a 17th level PC with DEX 20 should have a 6% chance of failing when a 1st level PC with DEX 10 can succeed.

Sure, there are optional rules for auto-success as well, but all these options exist in the game because the designers know the numbers don't work to take care of such things on their own.
 

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