DND_Reborn
The High Aldwin
This would only aggravate the issue as myself (and others) see it.I would rather see them go 1-by-1
...
9: -1
10: +0
11: +1
12: +2
...
15: +5, MAX without magic
This would only aggravate the issue as myself (and others) see it.I would rather see them go 1-by-1
...
9: -1
10: +0
11: +1
12: +2
...
15: +5, MAX without magic
And that’s an absolutely valid choice.Depending on how you generate ability scores, it can also make the a bit better at a lot of other things. We use point buy, sometimes my PCs don't have optimized primary stats because I want to contribute elsewhere. Maybe I want to have a dex based PC that doesn't completely suck at strength or have a charismatic fighter.
As is that, though personally as a DM I don’t require any particular roleplaying choices based on ability scores.In general I don't like playing stupid PCs because I want to actually play my PC as written, not just ignore that 8 intelligence.
If the 5% isn’t even noticeable to you when it’s missing from your primary stat, it’s certainly not going to make you unable to contribute out of combat when it’s missing from a secondary stat.You know what? Nobody notices. It doesn't really make that much of a difference. I'm still successful 95% of the time (actually a bit more because a 20 always hits) I would have been with that +1. In the meantime my PC is not min/maxed to the point I can't contribute out of combat. That matters to some of us.
A reduction of +5 to +4 isn’t much and won’t curb stat padding.Even if 18 capped at +3, and you went with the Basic
13-15: +1
16-17: +2
18-19: +3
20: +4 (optional?)
Even something like increases on the odds instead of the evens:
13-14: +1
15-16: +2
17-18: +3
19-20: +4 (optional?)
Either way, decreasing ability modifiers and increasing proficiency allows for leveling to naturally offer more benefit towards keeping the numbers viable in the long term.
And yes, it makes feats more interesting if ability modifier increases were every three points instead of every two. Then you could have:
0 - 2: -3
3 - 5: -2
6 - 8: -1
9 - 11: +0
12-14: +1
15-17: +2
18-20: +3
The above would be my personal preference. Then allow proficiency to range from +2 to +8, keeping the +11 "maximum".
How you handle Expertise with such changes depends on if you want to keep BA at 30 or allow it to go higher...
You just aren't getting the point...
it was fairly simple to shift the scales of intraparty balance back then as opposed to now though. Sure there's a point where you need to ask if the player was deliberately trying to fail just so they could claim they suck or something but there were enough dials the GM could adjust & ways to impose use restrictions to gate the use of things when awarding magic items that the underpowered PC would be likely to get a cool thing that brings them up. PunPun might be able to make some investments to use it but those would come with opportunity cost & the item will need to be replaced eventually anyways. Now it's just going to go to PunPun unless the gm does something like "requires attunement by bob" because there's really only one dial no real restrictions & the item probably won't be replaced.What's hilarious is that if your new players don't frequently watch D&D YouTube channels or go on reddit and don't get that advice they keep up just fine with the optimizers who do.
Unlike with 3e, where if you make a suboptimal characters and as you level up your "luck" seems to be getting worse and worse (because you aren't keeping pace with increasing AC of threats - which feels like bad luck if you don't analyze it and realize what's happening), with 5e it doesn't matter. You can sit an optimizer next to a non-optimizer and in general they're both doing fine even as the optimizer gets that extra 5% here or there. If you start from a baseline of hitting roughly 60% of the time and difficulties to hit don't scale with level, optimization just doesn't have that much impact at the table. (In fact my little optimizer is a bit frustrated with 5e at this point because optimization just doesn't give them the benefits at the table that they think they should be getting. Ah the teenager learning about how uniform distributions are not bell curves via experiential learning is a joy to watch...)
Just for kicks, I went through the MM through the letter G looking at CR 1 or lower monsters. This was the breakdown of AC'sSo, if you're a Fighter, right. At levels 1-5, you get to do one thing each turn. You have an attack bonus of 5. So you have a good chance to miss AC's above 17, which you will encounter (unless you're an archer). And if you miss, outside of your once every handful of fights (depending on short rest) Action Surge, that's it, sit down, you did nothing.
That kind of play is pretty dreadful, really, and I hate that it's so hard coded into the system. So yeah, I would like to have the best chance to hit, and the lowest chance to whiff and do nothing. What's wrong with that? I'm making a choice by doing that, by not getting cool Feats (if allowed) or shoring up other ability scores.
MaybeYou just aren't getting the point...
The percentage is deceptive, though. It still only amounts to a few points per round in either direction. Not enough to have meaningful impact in the vast majority of encounters.Maybe
But, if players want to optimize characters around their primary ability, they will not be fooled by relatively smaller impact of ability bonus vs proficiency bonus.
Anyone who knows basics of math will see that every 1 point of ability bonus less from maxed, reduces efficiency of their character by certain percentage.
If it goes from 60% to 55% it's 9%, if it goes from 50% to 45% it is 11%
why?This would only aggravate the issue as myself (and others) see it.
I agree, it isn't much, which is why I included this:A reduction of +5 to +4 isn’t much and won’t curb stat padding.
0 - 2: -3
3 - 5: -2
6 - 8: -1
9 - 11: +0
12-14: +1
15-17: +2
18-20: +3
The above would be my personal preference.
It isn't an issue of "fooling" them, but showing them that proficiency keeps up (practically) on its own, and they don't need to max out ability to keep pace.But, if players want to optimize characters around their primary ability, they will not be fooled by relatively smaller impact of ability bonus vs proficiency bonus.
Sure, I won't debate that point! But with a wider spread, getting each additional +1 costs more and more. It becomes a question of diminishing returns.Anyone who knows basics of math will see that every 1 point of ability bonus less from maxed, reduces efficiency of their character by certain percentage.
No, it is more because you are keeping the maximum ability modifier at +5, that is the issue.why?
just make ASI +1 to one ability of full feat. Or two half feats together without any ability boosts.
rolling can be modified for abilities, same as point buy.
ShrugOr are we talking about 3-18 sacred cow here?