Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
The math of D&D Next; a moderating proposal
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="StarFyre" data-source="post: 5850771" data-attributes="member: 26055"><p>Personally, my group and myself have never found 'higher numbers' to be an issue. In fact, it gives a more granular difference where each different piece of equipment, each tactical advantage you try, each magic item, and each ability makes a difference.</p><p></p><p>I compare this, for ease, to warhammer where everything is based on a d6, and stats go from 1-10 (with only wounds, and # of attacks being allowed beyond 10).</p><p></p><p>In that system, Ogres are as tough as a lizardmen or chaos warrior or tough elf. THey are described as being a lot more tough, but gameplay wise, they aren't. Instead, they have more wounds (ie. hp). FLuffwise, it should be both. But giving them a 5 toughness, would tips the scales too much and their point cost would have to increase drastically. Since the 'math' is very flat in warhammer this works fine (although in many cases it doesn't make sense, and wierd stuff does happen in the game).</p><p></p><p>I think the main issue with the escalating values is what another person here posted; monsters, etc become less interesting most of the time since it's hard to think of cool abilities, etc to make tougher and tougher encounters fun.</p><p></p><p>Shouldn't the focus be on that (the fun factor) as opposed to putting artificial caps on things?</p><p></p><p>Sanjay</p></blockquote><p></p>
[QUOTE="StarFyre, post: 5850771, member: 26055"] Personally, my group and myself have never found 'higher numbers' to be an issue. In fact, it gives a more granular difference where each different piece of equipment, each tactical advantage you try, each magic item, and each ability makes a difference. I compare this, for ease, to warhammer where everything is based on a d6, and stats go from 1-10 (with only wounds, and # of attacks being allowed beyond 10). In that system, Ogres are as tough as a lizardmen or chaos warrior or tough elf. THey are described as being a lot more tough, but gameplay wise, they aren't. Instead, they have more wounds (ie. hp). FLuffwise, it should be both. But giving them a 5 toughness, would tips the scales too much and their point cost would have to increase drastically. Since the 'math' is very flat in warhammer this works fine (although in many cases it doesn't make sense, and wierd stuff does happen in the game). I think the main issue with the escalating values is what another person here posted; monsters, etc become less interesting most of the time since it's hard to think of cool abilities, etc to make tougher and tougher encounters fun. Shouldn't the focus be on that (the fun factor) as opposed to putting artificial caps on things? Sanjay [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
The math of D&D Next; a moderating proposal
Top