8 is below average, but not "suck." 10 is by definition not "suck," because it's average.Why is the difference between 8 and 10 such a massive gulf? At 8 you suck. At 10 you suck. Why does suckling slightly more make such a big difference?
The only way you can do that is if you personally are a genius. I've played with some very smart people over the decades, but none of them were geniuses.If I go to 12 can I play my character as a genius?
No. The math is based around 14 or 16. They don't assume everyone is going to hit 20. If you hit 18-20, you're ahead of the game. My Wizard started with a 17 Int. He's level 9 now with a 19 Int, and the only reason it's not still 18 is that I wanted a feat and it happened to give me a +1. I haven't even noticed that I'm not at 20, and I'd be doing great if I was still at 17.And actually it's not that forgiving. If you just played at level 1 it would be very forgiving. If you removed ASIs it would be pretty forgiving. But the ASI's ruin everything, because you are expected to increase your good score to 20 and the math is based around that. A Valor bard who puts a 14 in Strength and a 16 in Charisma is not doing to badly. By the time he gets to 14 Str and 20 Charisma he has fallen behind. (He could instead go 16 Str and 18 Charisma, and maybe he should, but the fact remains that everything else is dropping back).
The vast majority of DCs in the game will be in the 10-15 range. Some will be 20. You don't need to be running around with +10s and +11s just to get by. With +4 proficiency and +3 from main stat, you have +7 which will plenty good for those DCs. The rare super hard 25's and 30's are supposed to be super hard.Let's slightly shift perspective on the game. At level 5 proficency Bonus jumps to +4 rather than + 3 and at level 9 it jumpts to +6. Now at level 4 and 8 instead of getting a bonus 2 points to an ability score the player instead chooses five scores to drop by 2. The maths of the game is basically the same (at least for things you are proficient in).
There is nothing saying you need a high STR, Dex or con with a fighter. RAW you can build a fighter with an 8 in all three if you want. If you want to multiclass you need a 13 in either strength or dex.The core issues is as the editions marched on, Ability Scores became more and more important.
And a class based on STR/DEX/CON won't have many options for out of combat play and will need to be balanced by being dominant in combat
You touch on this a bit in a later post, but it's worth calling out here: What counts as "similar mechanics"? Because I find that, much of the time, "similar mechanics" is so incredibly broad that it starts to sound like code for "mechanics that actually work and achieve things."No. But a D&D where martials and casters have similar mechanics will be rejected. We already know this. Having different mechanics doesn't inherently mean that the classes cannot be balanced, unless if you consider the page count dedicated to the various mechanics to be the measure of balance.
I don't think you are personally committing this error, given the quotes around "magic," but I really, really, really, really wish the D&D community as a whole would stop conflating ANYTHING "supernatural" with "magic." Not even 3e did that! 3e explicitly says that "Extraordinary" abilities are NOT magical, but CAN break the laws of physics. (It's really unfortunate, TBH, that they used the term "supernatural" for effects that ARE magical but aren't specifically spells. Because "magic" is NOT the end-all, be-all of supernatural phenomena!)No, but you'd have to have the non-casters use supernatural effects to boost their martial ability. Once "magic" enters the mix, you can have the martial PCs split mountains with a sword if you want.
Cynically: You bet your britches they'd complain. And they'd keep complaining until the mechanic has been nerfed so hard, it's no longer effective. Because "similar mechanic" sounds more and more like "effective mechanic" every single day.But would martial "bespoke, tightly defined and very specific packages" (as you put it) be enough to be counted as 'similar mechanic' even if they don't use the same resource system as spells?! Would they be derided as 'martial cantrips' or would people complain they 'limit imagination" or something because now that those particular application exist you can't convince the DM to let you do it with some random skill check?
Sounds like a starting point. The devil, as always, will be in the details. Feats were supposed to be bespoke packages of useful effects, and hey, Fighters got zillions of them! Look how that turned out.What if we took that principle and applied it to skills? Have three codified level of skills (untrained, proficient, expert) and have certain 'sphere' of effect (so to speak) gated behind Expertise, and just have the Martial types be the ones who get free Expertise(s) as part of their class package (with the Wizard types getting a more restrictive Expertise to Arcana with no customizability options). A sort of halfway point between the free form vagueness of 5e and bespoke package of 4e. I'm sure there's some level of definition that would work.
I have become deeply disillusioned by how much the latter group outweighs the former in terms of influence how D&D gets designed. They may only be a subset, but they control the narrative in many ways--sometimes literally. Remember, after all, that Heinsoo explicitly said that he had to keep removing small but consistent efforts from the design team to make the Wizard the best class in the PHB. (Have to use an archive link because WotC deleted the original in one of the two or three website purges they've gone through.) He admitted he'd probably overcorrected slightly, but that it was necessary to make sure non-Wizards were actually on par.Not "fans", just "Wizard Fans"![]()
Well, see, that's what I'm asking. It sounds very much to me like spellcaster fans would not accept there being Pyromancer and Illusionist as classes (or as Wizard subclasses, or whatever) who aren't able to nick the powerful spells from one another. So...if we cannot meet the requirement you've presented, does that make this design problem impossible to solve?It's not impossible. But, IMO, it requires a system where martial damage and toughness greatly surpasses those of casters, and bespoke magic is there to provide utility and support. (Which is why I voted for 3 in the poll.) You can have "magic-users" that are comparable to martial damage, but they should function like a martial (like the pyromancer idea I floated a few posts back).
Good luck getting Wizard fans to let go of being able to cast both invisibility and fireball.If you want the utility and narrative control that bespoke spells provide, you need to have a corresponding decrease in your combat utility.
So, as I said above, this is kind of a problem. Because it means that "similar mechanic" doesn't actually have anything to do with the resource schedule (despite people claiming this back in the 4e days). It doesn't have anything to do with the specific consequences of the mechanic (because, for example, 4e didn't let Fighters have fire-keyword powers, but it was still a problem). And it doesn't have anything to do with the resolution procedure, because 5e offers Fighters abilities that induce saves and Wizards spells that use attack rolls, and that's gone over with hardly a ripple.Yes.
This is absolutely a problem, yes. Skills aren't just "you can try it," they're also "first you must sell me on it." Two chances to have your efforts negated.Yah, you might be able to do something like that. And come think of it, is one big part of the issue is the skill system being so vague. Personally It doesn't bother me much, I'm pretty fine with winging it, but I feel it might be an issue for many people. And skill section is pretty sparse. Even without any drastic alteration of mechanics, you could easily add more defined uses for skills.
People keep saying this. I have yet to see a game where it actually works. So, if that's what you'd like? Gimme structures. Examples. Do the work to show that you can have "I'm allowed to just declare this happens" for spells only, while ANYONE, spellcaster or not, has access to things that are "flexible and always available."Ideally I feel the things would work so that the spells are good at doing very specific things well (limited number of times) but mundane means would be more flexible and always available.
I appreciate that Sly Flourish notes, here, how much WotC has misused the Advantage mechanic (which...is literally exactly what I predicted during the playtest, and no, I will never stop criticizing WotC for this because it was so easily visible all the way back then.)And that's kinda how it is, but in practice, at least in combat, the martial options are often pretty much limited to "I hit it with my sword". One thing I'd like to see is better rule support for trying all sort of cool cinematic stunts etc, and yeah, I'd like them to be freeform rather than fixed 'powers.'
Sly Flourish had a cool article about 'cinematic advantage'. This is a very basic form of the sort of thing I'd like to see more of.
yeah....again, as with the above, I just have become disillusioned with DMs' actual ability to do this. Oh, almost all of them will TALK about it. And they'll talk about how their Fighters don't seem to be unhappy etc. etc. But when I get real hard data, I still see the pattern. I still see the casters having that leg up.Sounds about right to me. My personal solution would be to tone back magic but we all know that’s not going to happen.
So I’ll be happy for the fighters to be able to contribute single target DPR, hopefully get a few out of combat abilities and have the DM structure the narrative and setting such that Fighters shine despite the lack of system level mechanical support for everything but single target damage.
Yeah, that's...pretty much where I'm at too, and it makes me extremely, extremely sad.Not in the next decade. The legacy fandom will not allow it.
God I hope so, but it's a pretty thin hope. Strixhaven is super cool thematically though (even though I'd have to be an exchange student between Lorehold, Silverquill, and Quandrix. I'm a physicist and philosopher by training, albeit nowhere near as experienced as several active members of this forum!)To be fair, since Strixhaven is Not Winx club as much as it is Not Harry Potter, there's like a whole bodyguard path at the school.
I'm hoping it'll be half an excuse for some Fantastic Martials instead of boring mundane ones.
He has spoken for himself, so I don't mean to put words in his mouth. But my general experience from DMs who speak of "requiring people to play their skills" is that it means the player must intentionally do specifically dangerous things (low Wis), must be unable to meaningfully reason or remember (low Int), or must be not merely unconvincing but generate active hostility with their behavior (low Cha).What you mean?. Bruk is fun character. Bruk have lots of personality. Bruk way of talking very dist..,very disctin.., very special. Is real roleplaying!
Bruk life of party. Bruk make people laugh. People always laughing around Bruk. Except when Bruk chop head with Greatsword.
Seriously, players who can live with playing Bruk will drop Intelligence. Players who don't want to play Bruk will have Con 12, Int 10 instead. There are many classes that simply cannot afford to put points into intelligence.
As someone who is generally fairly smart, but often plays characters who value stats other than Intelligence? Yes, it's extremely frustrating to be told "you can't suggest that idea to the group out-of-character, because your character wouldn't be able to come up with it."My experience is that players like to contribute their smart ideas and it can be frustrating to play a PC that wouldn't come up with so many.
"Low intelligence" of the kind described is actually extremely common, though. Remember that IQ scores are normed to 100 with a standard deviation of 15. This means that approximately one in six people is at least a full standard deviation below the mean--or, in other words, you've got a pretty good chance of at least one of the people at any given D&D table being there.I can see that. I go by what the book says, though. Int is the ability to reason and remember things. While it may be 15% if you only look at +'s, it's the difference between highly intelligent and low intelligence.
In general, 4e could be fairly forgiving, but you usually had to work for it, and there were always tradeoffs. E.g., I tend to play Dragonborn Paladins, who don't get much out of Intelligence or Dexterity. While most suggest dumping Int and having a low but positive Dex mod, I usually did the reverse. I would also take advantage of Backgrounds, Themes, feats, and my racial +2 to History to get a respectably high total History skill, despite being "only slightly above average" intelligence. But because of this, my characters tended to be really really bad at Dexterity skills--heavy armor, negative Dex modifier, and no training meant if I had to roll Stealth or Acrobatics, I might have a -5 modifier (not counting the half-level bonus that applies to almost all D20 rolls), more or less equivalent to bumping up "easy" difficulty to "hard," and "moderate" difficulty to "nigh impossible."This is the most forgiving edition statwise that I've played. 4e might have been more forgiving, but I don't really know as I didn't play it.
You are confusing theory with reality. 10 is not average except by some theoretical standard where everyone were to roll 3d6 in order (even then it is slightly below average). A 10 ability score is most definitely welcome to sucktown population you. It might be average if we all rolled 3d6 and played through a game where everyone was studying for their high school exams, but we're not doing that. If you're the one making the Investigation checks for the party, well, we're going to hope the GM is wise enough not to gate any important clues or magic items behind those checks.8 is below average, but not "suck." 10 is by definition not "suck," because it's average.
The only way you can do that is if you personally are a genius. I've played with some very smart people over the decades, but none of them were geniuses.
No. The math is based around 14 or 16. They don't assume everyone is going to hit 20. If you hit 18-20, you're ahead of the game. My Wizard started with a 17 Int. He's level 9 now with a 19 Int, and the only reason it's not still 18 is that I wanted a feat and it happened to give me a +1. I haven't even noticed that I'm not at 20, and I'd be doing great if I was still at 17.
People love bonuses and rush for max, but you just don't need it. It's nice if you have that 20, but so are feats.
The vast majority of DCs in the game will be in the 10-15 range. Some will be 20. You don't need to be running around with +10s and +11s just to get by. With +4 proficiency and +3 from main stat, you have +7 which will plenty good for those DCs. The rare super hard 25's and 30's are supposed to be super hard.
That is just such BS.Because Intelligence is just not something a Barbarian or a Paladin or a Monk or Ranger can afford. This is not the player's choice (other than to play that class), it is the system's choice to give Intelligence no role for those classes.
Then your Monk is significantly weaker than baseline for very little mechanical gain.That is just such BS.
I am playing a Monk with a 16 int at 1st level right now. I will admit I have never played a Paladin or Ranger with a score that high using point buy but that doesn't mean I wouldn'tgt if it was the character I wanted to play.
It is less than that in actuality when not every attack hits, it is more like 7 points per round you are missing out on. In any case if you are a fighter that wants to optimize melee damage in combat you would not have a 14 strength.If you're a Fighter and your Strength is 14 when you get to level 11, then you're missing out on 9 damage a round (18 when you action surge), plus whatever you're reduced hit chance cost you as well. Now if you spent some of those ASIs on feats, then you're not that badly off, but then Feats are supposed to be good enough to trade for an ASI (In theory - if you spent all your ASIs on feats by level 11 you will be hitting diminishing returns). If you spent them on increasing your Intelligence or Charisma - well, you will be noticing that something's not right by that point.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.