jasper
Rotten DM
I remember no one played those.Remember when starting stats could be low as 3!
I remember no one played those.Remember when starting stats could be low as 3!
It's not about making it easier for him controlled monsters. The downshift carves out room for magic items the players can proactively quest for.Unfortunately, reducing efficacy on the player side is making it easier on the GM but the players feel it more keenly. Whereas if you just ramped up every enemy, the players might feel like the world is a lot more lethal, if all DCs were upped things would feel more difficult, but that would involve the DM changing literally every monster and challenge. It might be a simple change, for example, adding 3 or 5 to everything (attack rolls, damage, DCs, AC), but it's a lot more fiddly.
So yeah adjusting player characters is definitely the easiest way, but you're going to see a lot of pushback in the forums of public opinion. Usually it's a similar conversation to the player versus DM agency debates.
If you're running in person, adjusting every number for enemies and difficulty might not be that big of a deal. But if you're running online with things being automated, something as simple as adding a +2 or + 3 to all hits is a bit of a pain in the butt. But you need to edit every stat block you come across.
No one can still play them.I remember no one played those.
You dispense wisdom. I see things in new light now.Reducing modifiers by a point or two doesn't really mean much when you are still adding upwards of 20 points to it via the die roll.
That's the thing... A PC's Strength isn't "+3". Their Strength is actually "4-23". That is the complete range of what your Strength could be at any moment in time. For another character their Strength could be "2-21" (for a +1 modifier). A third could be "-1 - 19" (for a -1 modifier). So it is hard to think of a character being a "weakling" with like a -2 modifier when they can still get 17s and 18s and beat out the so-called "strong characters" on any random day.
yes and no.Reducing modifiers by a point or two doesn't really mean much when you are still adding upwards of 20 points to it via the die roll.
That's the thing... A PC's Strength isn't "+3". Their Strength is actually "4-23". That is the complete range of what your Strength could be at any moment in time. For another character their Strength could be "2-21" (for a +1 modifier). A third could be "-1 - 19" (for a -1 modifier). So it is hard to think of a character being a "weakling" with like a -2 modifier when they can still get 17s and 18s and beat out the so-called "strong characters" on any random day.
I would submit that attack skill and raw Strength are not the same thing.yes and no.
if you have a bunch of "fighters" with 8 STR and a group of fighters with 16 STR and they both try to defeat a sane enemy,
Sack of HP of 120 and average AC of 15
1st group has attack of +1 and damage(good ol longsword) of 1d8-1
that is 35% hit rate with average damage of 1,45 per swing
2nd group has attack of +5 and damage of 1d8+3
55% hit rate with average damage per swing equals to 4,35
that comes down to:
1st group needs 83 attacks on average to bring the enemy down
2nd group needs 28 attacks
the 1st group needs 3x the attacks as the 2nd group for the same enemy, so yeah, they are a bunch of weaklings.
now, sure, there is an off-chance that they can roll like mad bat out of hell and beat the 2nd group, but that is not something you can count on.
yeah, if we are talking about a single roll for a thing.I would submit that attack skill and raw Strength are not the same thing.
When a -1 modifier Strength character can defeat a +4 modifier Strength character 1 out of every 4 rolls (give or take), I would not say one's a strongman and the other's a weakling. They both have strength.
The modifier only gives you 5 points of difference in Strength, whereas the die gives you 20 (4 times as much difference). To me... that tells me your d20 is way more of your Strength determiner that what your score is.

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