In a recent thread someone made an offhand comment that perhaps ability scores should be tied to class rather than being rolled or point-bought. So here's a specific proposal for discussion / comment / criticism:
DM picks a standard array of some sort -- could be the critter array 11/11/11/10/10/10 or the elite array 15/14/13/12/10/8 (IIRC) or anything else s/he likes for the campaign. It might be appropriate to pick a lesser array than usual because of the class-specific boosts. At first CHARACTER level, MAD classes get +2 to two particular ability scores, SAD get +2 to one.
Thus at first character level
- Wizard gets +2 Int
- Sorceror gets +2 Cha
- Fighters get their choice of +2 to any 2 of Str, Dex, Con
- Clerics get their choice of +2 to two of Str, Con, Wis.
- Paladin gets any 2 of Str, Con, Cha
- Monk might get +2 to 3 scores since they're the MADdest of all.
At 4th character level everybody still gets +1 to any one ability score.
At 4th, 8th, etc. CLASS level for the primary classes, everybody gets to make the same choice as at first level but with +1 instead of +2. Thus for example fighters get +1 to two of Str, Dex, Con, which can be a different pair than at first level. Prestige classes don't get this benefit, to give a little boost to the primary classes.
Parameters for tuning this scheme are
- which standard array to start with
- how big a plus to give at 1st level (+2 above, but could be +3 or anything else that suits the campaign). Might want bigger 1st level boosts if one starts with lesser arrays.
- which class level the next boost comes at (could be 5/10/15/20, for example)
- how big a plus happens for the upper-level boosts (+1 as above, or something bigger).
- whether to include prestige classes; my preference was to exclude them.
The person who made the original suggestion might have something else in mind.
> In a recent thread someone made an offhand comment that perhaps ability > scores should be tied to class rather than being rolled or point-bought. > So here's a specific proposal for discussion / comment / criticism:
> DM picks a standard array of some sort -- could be the critter array > 11/11/11/10/10/10 or the elite array 15/14/13/12/10/8 (IIRC) or anything > else s/he likes for the campaign. It might be appropriate to pick a lesser > array than usual because of the class-specific boosts. At first CHARACTER > level, MAD classes get +2 to two particular ability scores, SAD get +2 to > one.
> Thus at first character level
> - Wizard gets +2 Int
> - Sorceror gets +2 Cha
> - Fighters get their choice of +2 to any 2 of Str, Dex, Con
> - Clerics get their choice of +2 to two of Str, Con, Wis.
> - Paladin gets any 2 of Str, Con, Cha
> - Monk might get +2 to 3 scores since they're the MADdest of all.
> At 4th character level everybody still gets +1 to any one ability score.
> At 4th, 8th, etc. CLASS level for the primary classes, everybody gets to > make the same choice as at first level but with +1 instead of +2. Thus for > example fighters get +1 to two of Str, Dex, Con, which can be a different > pair than at first level. Prestige classes don't get this benefit, to give > a little boost to the primary classes.
> Parameters for tuning this scheme are
> - which standard array to start with
> - how big a plus to give at 1st level (+2 above, but could be +3 or > anything else that suits the campaign). Might want bigger 1st level boosts > if one starts with lesser arrays.
> - which class level the next boost comes at (could be 5/10/15/20, for > example)
> - how big a plus happens for the upper-level boosts (+1 as above, or > something bigger).
> - whether to include prestige classes; my preference was to exclude them.
> The person who made the original suggestion might have something else in > mind.
At first glance this benefits MAD classes more than SAD classes, from a pure numbers standpoint.
It also seems to be somewhat meta. And there's no intrinsic reason to base this on a stat array -- a point buy or some sort of selective die rolling dynamic would also work just as well.
On Sep 25, 2:30 pm, David Lamb <dal...@cs.queensu.ca> wrote:
> In a recent thread someone made an offhand comment that perhaps ability
> scores should be tied to class rather than being rolled or point-bought.
> So here's a specific proposal for discussion / comment / criticism:
If I wanted to play Final Fantasy instead of DnD, I would play Final
Fantasy instead of DnD. The videogamization of DnD has already gone
way too far, it doesn't need to go further still.
> On Sep 25, 2:30 pm, David Lamb <dal...@cs.queensu.ca> wrote:
>> In a recent thread someone made an offhand comment that perhaps ability
>> scores should be tied to class rather than being rolled or point-bought.
>> So here's a specific proposal for discussion / comment / criticism:
> If I wanted to play Final Fantasy instead of DnD, I would play Final
> Fantasy instead of DnD. The videogamization of DnD has already gone
> way too far, it doesn't need to go further still.
How in the world is this Final Fantasy like? I see nothing of that sort in the proposal.
Now, if he mentioned getting special powers like Limit Breaks whenever you were injured at 25%, 50%,etc., then we're talking.
> "David Lamb" <dal...@cs.queensu.ca> wrote in message > news:k3t7qg$k5f$1@dont-email.me...
>> In a recent thread someone made an offhand comment that perhaps ability >> scores should be tied to class rather than being rolled or point-bought. >> So here's a specific proposal for discussion / comment / criticism:
> At first glance this benefits MAD classes more than SAD classes, from
> a pure numbers standpoint.
I see nothing wrong with that. MAD classes usually need the help, in a
point-buy or array situation.
David Lamb <dal...@cs.queensu.ca> wrote:
> In a recent thread someone made an offhand comment that perhaps ability > scores should be tied to class rather than being rolled or point-bought. > So here's a specific proposal for discussion / comment / criticism:
> DM picks a standard array of some sort -- could be the critter array > 11/11/11/10/10/10 or the elite array 15/14/13/12/10/8 (IIRC) or anything > else s/he likes for the campaign. It might be appropriate to pick a > lesser array than usual because of the class-specific boosts. At first > CHARACTER level, MAD classes get +2 to two particular ability scores, > SAD get +2 to one.
A curious idea. It runs into a few problems, though.
> Thus at first character level
> - Wizard gets +2 Int
Wizard generally doesn't _need_ +2 Int, since he gets to otherwise crank
it at every opportunity.
> - Sorceror gets +2 Cha
> - Fighters get their choice of +2 to any 2 of Str, Dex, Con
> - Clerics get their choice of +2 to two of Str, Con, Wis.
I might go (Str or Con), Wis, Cha instead (durability or heavy armor use
in combat, class abilities are mostly driven by Wis and Cha). However,
clerics rarely need the help.
> - Paladin gets any 2 of Str, Con, Cha
> - Monk might get +2 to 3 scores since they're the MADdest of all.
> At 4th character level everybody still gets +1 to any one ability score.
> At 4th, 8th, etc. CLASS level for the primary classes, everybody gets to > make the same choice as at first level but with +1 instead of +2. Thus > for example fighters get +1 to two of Str, Dex, Con, which can be a > different pair than at first level. Prestige classes don't get this > benefit, to give a little boost to the primary classes.
Wizards win again. Even more now, since they get to add another five
points over twenty levels. Why would they do anything but pump Int?
> Parameters for tuning this scheme are
> - which standard array to start with
> - how big a plus to give at 1st level (+2 above, but could be +3 or > anything else that suits the campaign). Might want bigger 1st level > boosts if one starts with lesser arrays.
> - which class level the next boost comes at (could be 5/10/15/20, for > example)
> - how big a plus happens for the upper-level boosts (+1 as above, or > something bigger).
> - whether to include prestige classes; my preference was to exclude them.
> The person who made the original suggestion might have something else in > mind.
This might lead to a workable solution, but I would be cautious with it.
More and more I expect to ditch ability scores in Echelon. If I must,
I'll group abilities by type (martial, arcane casting, divine
channeling, and so on) and just give _that_ a score.
I was about to say I'd rather see everything made a MAD class or a SAD
class, then realized if they were all SAD classes there's really not
point to having ability scores except a bit of color. AFAICT D&D 4e
went this way, and this model seems to aim for something similar, where
everybody can be good at "all their class stuff".
<seaw...@sgeinc.invalid.com> wrote:
> > If I wanted to play Final Fantasy instead of DnD, I would play Final
> > Fantasy instead of DnD. The videogamization of DnD has already gone
> > way too far, it doesn't need to go further still.
> How in the world is this Final Fantasy like? I see nothing of that sort
> in the proposal.
It's how class and attribute work in FF. Base for race,a nd certain
adds per level for class. I play FFTA all the time (because I don't
have anything else, not because I love it that much, though I like it
well enough)
> On Sep 25, 8:40 pm, "Sea Wasp (Ryk E. Spoor)"
> <seaw...@sgeinc.invalid.com> wrote:
>>> If I wanted to play Final Fantasy instead of DnD, I would play Final
>>> Fantasy instead of DnD. The videogamization of DnD has already gone
>>> way too far, it doesn't need to go further still.
>> How in the world is this Final Fantasy like? I see nothing of that sort
>> in the proposal.
> It's how class and attribute work in FF. Base for race,a nd certain
> adds per level for class. I play FFTA all the time (because I don't
> have anything else, not because I love it that much, though I like it
> well enough)
That's awfully generic, though. I think I've seen that basic mechanic in use for a long time -- maybe even for P&P systems back in the 1980s.
On Tuesday, September 25, 2012 4:42:57 PM UTC-5, Nicole Massey wrote:
[snip]
> At first glance this benefits MAD classes more than SAD classes, ...
[snip]
People who want to play "MAD" classess are never satisfied unless their characters are overpowered compared to a "SAD" class of the same level and resource pool (i.e. stat allocation method and other base resources you build a character out of).
Time and again I've seen the debate, and NEVER do I see a concession that character concepts that have a dependency on multiple high stats should have to settle for generally lower, more balanaced stat sets. NEVER is there a concession that a SAD class can have a few optimized really high scores and that such is part of the class power level balance scheme.
Paladin vs Fighter (power attack build): The Paladin SHOULD NOT be able to match the pure fighter in raw combat power over time. But he has other abilities that are assumed to create the balance. His strength and constitution will almost certainly be lower, because he also needs good scores in other "Paladin stats"... If the Paladin didn't have this recource bind, then he really wouldn't fall behind the fighter in any meaningful way. And there would be no point in every playing that fighter.
MAD is a balance thing. It you want one of these characters, you are giving up having the sharpest tools in exchange for having more of them.
> On Tuesday, September 25, 2012 4:42:57 PM UTC-5, Nicole Massey wrote:
> [snip]
>> At first glance this benefits MAD classes more than SAD classes, ...
> [snip]
> People who want to play "MAD" classess are never satisfied unless their characters are overpowered compared to a "SAD" class of the same level and resource pool (i.e. stat allocation method and other base resources you build a character out of).
> Time and again I've seen the debate, and NEVER do I see a concession that character concepts that have a dependency on multiple high stats should have to settle for generally lower, more balanaced stat sets. NEVER is there a concession that a SAD class can have a few optimized really high scores and that such is part of the class power level balance scheme.
> Paladin vs Fighter (power attack build): The Paladin SHOULD NOT be able to match the pure fighter in raw combat power over time. But he has other abilities that are assumed to create the balance. His strength and constitution will almost certainly be lower, because he also needs good scores in other "Paladin stats"... If the Paladin didn't have this recource bind, then he really wouldn't fall behind the fighter in any meaningful way. And there would be no point in every playing that fighter.
> MAD is a balance thing. It you want one of these characters, you are giving up having the sharpest tools in exchange for having more of them.
Or just ignore the whole idea of "balance" and let things work themselves out, as they always do.
Alcore <alc...@uurth.com> wrote:
> On Tuesday, September 25, 2012 4:42:57 PM UTC-5, Nicole Massey wrote:
> [snip]
>> At first glance this benefits MAD classes more than SAD classes, ...
> [snip]
> People who want to play "MAD" classess are never satisfied unless
> their characters are overpowered compared to a "SAD" class of the same
> level and resource pool (i.e. stat allocation method and other base
> resources you build a character out of).
> Time and again I've seen the debate, and NEVER do I see a concession
> that character concepts that have a dependency on multiple high stats
> should have to settle for generally lower, more balanaced stat sets.
> NEVER is there a concession that a SAD class can have a few optimized
> really high scores and that such is part of the class power level
> balance scheme.
> Paladin vs Fighter (power attack build): The Paladin SHOULD NOT be
> able to match the pure fighter in raw combat power over time. But he
> has other abilities that are assumed to create the balance. His
> strength and constitution will almost certainly be lower, because he
> also needs good scores in other "Paladin stats"... If the Paladin
> didn't have this recource bind, then he really wouldn't fall behind
> the fighter in any meaningful way. And there would be no point in
> every playing that fighter.
> MAD is a balance thing. It you want one of these characters, you are
> giving up having the sharpest tools in exchange for having more of
> them.
I can largely agree, but not totally.
The MAD classes, while they may have a few more tools, _start_ with
tools that aren't as sharp. A paladin, for example, doesn't have nearly
the same spell access or ability to turn undead that a cleric does (and
even clerical turning is pretty crap). He's got a little bit at best of
those things.
Wizards and clerics, on the other hand, have frightfully large toolboxes
to work with... and need really focus on only one ability score. Yeah,
the cleric loses a bit if he chooses to just pump Wisdom, but that's
likely still his best option -- he's got other ways to get hit points,
and turn undead is a crap ability anyway.
_In principle_ I don't have a problem with MAD characters -- built-in
gish, basically -- being more limited in each area than the SAD classes
they are related to... but D&D doesn't seem to do this well.
On Tuesday, September 25, 2012 4:42:57 PM UTC-5, Nicole Massey wrote:
[snip]
> At first glance this benefits MAD classes more than SAD classes, ...
[snip]
People who want to play "MAD" classess are never satisfied unless their characters are overpowered compared to a "SAD" class of the same level and resource pool (i.e. stat allocation method and other base resources you build a character out of).
Time and again I've seen the debate, and NEVER do I see a concession that character concepts that have a dependency on multiple high stats should have to settle for generally lower, more balanaced stat sets. NEVER is there a concession that a SAD class can have a few optimized really high scores and that such is part of the class power level balance scheme.
Paladin vs Fighter (power attack build): The Paladin SHOULD NOT be able to match the pure fighter in raw combat power over time. But he has other abilities that are assumed to create the balance. His strength and constitution will almost certainly be lower, because he also needs good scores in other "Paladin stats"... If the Paladin didn't have this recource bind, then he really wouldn't fall behind the fighter in any meaningful way. And there would be no point in every playing that fighter.
MAD is a balance thing. It you want one of these characters, you are giving up having the sharpest tools in exchange for having more of them.
I agree completely. I see no reason to buff MAD classes more to give them stat parity with SAD classes, in light of the other abilities MAD classes get. The goal is balance overall, not in each individual area. Going down that road leads to bland generic characters.
>> "David Lamb" <dal...@cs.queensu.ca> wrote in message
>> news:k3t7qg$k5f$1@dont-email.me...
>>> In a recent thread someone made an offhand comment that perhaps ability
>>> scores should be tied to class rather than being rolled or point-bought.
>>> So here's a specific proposal for discussion / comment / criticism:
>> At first glance this benefits MAD classes more than SAD classes, from
>> a pure numbers standpoint.
> I see nothing wrong with that. MAD classes usually need the help, in a
> point-buy or array situation.
> David Lamb <dal...@cs.queensu.ca> wrote:
>> Thus at first character level
>> - Wizard gets +2 Int
> Wizard generally doesn't _need_ +2 Int, since he gets to otherwise crank
> it at every opportunity.
>> At 4th, 8th, etc. CLASS level for the primary classes, everybody gets to
>> make the same choice as at first level but with +1 instead of +2. Thus
>> for example fighters get +1 to two of Str, Dex, Con, which can be a
>> different pair than at first level. Prestige classes don't get this
>> benefit, to give a little boost to the primary classes.
> Wizards win again. Even more now, since they get to add another five
> points over twenty levels. Why would they do anything but pump Int?
The basic idea was that SAD classes get a boost to only one stat, whereas MAD get boost to two or more to help "keep up". There's a big issue in what array you start with, though, which I didn't articulate very well. If you start with 15/14/13/12/10/8 which IIRC is the elite array, the 1st level wizard probably gets 17 int, 14 con, 13 dex, the others spread as you like. The 1st level tank fighter gets 17 con, 16 Str, 13 dex, etc. The 1st level archer gets 17 dex, 16 con or str (depending on whether they expect ever to be in melee and need that much con), 13 str or con (the other way around). For DMs who think 17/16 is overpowered, they can start with a lower "standard array" such as a 12 or 13 for the largest stat in the array.
So the "boost" for wizards and sorcerors in one stat could be set up as the way to get their one stat to the level they'd do with a higher point buy, where the MAD classes get boosts to enough other stats that they can keep up.
And to those who think MAD is "balanced" with SAD already -- I think you and I live on different planets, and there are plenty of people who live on mine.
> On 26/09/2012 10:29 AM, Keith Davies wrote:
>> David Lamb <dal...@cs.queensu.ca> wrote:
>>> Thus at first character level
>>> - Wizard gets +2 Int
>> Wizard generally doesn't _need_ +2 Int, since he gets to otherwise crank
>> it at every opportunity.
>>> At 4th, 8th, etc. CLASS level for the primary classes, everybody gets to
>>> make the same choice as at first level but with +1 instead of +2. Thus
>>> for example fighters get +1 to two of Str, Dex, Con, which can be a
>>> different pair than at first level. Prestige classes don't get this
>>> benefit, to give a little boost to the primary classes.
>> Wizards win again. Even more now, since they get to add another five
>> points over twenty levels. Why would they do anything but pump Int?
> The basic idea was that SAD classes get a boost to only one stat, whereas > MAD get boost to two or more to help "keep up". There's a big issue in > what array you start with, though, which I didn't articulate very well. > If you start with 15/14/13/12/10/8 which IIRC is the elite array, the 1st > level wizard probably gets 17 int, 14 con, 13 dex, the others spread as > you like. The 1st level tank fighter gets 17 con, 16 Str, 13 dex, etc. The > 1st level archer gets 17 dex, 16 con or str (depending on whether they > expect ever to be in melee and need that much con), 13 str or con (the > other way around). For DMs who think 17/16 is overpowered, they can start > with a lower "standard array" such as a 12 or 13 for the largest stat in > the array.
> So the "boost" for wizards and sorcerors in one stat could be set up as > the way to get their one stat to the level they'd do with a higher point > buy, where the MAD classes get boosts to enough other stats that they can > keep up.
> And to those who think MAD is "balanced" with SAD already -- I think you > and I live on different planets, and there are plenty of people who live > on mine.
This also depends on which version of the game under consideration, too.
And if someone doesn't want to pay the price for a MAD class, then they can easily take a SAD one. Or, maybe, they can take the class they want and role-play it in an interesting matter instead of roll-playing what they were able to "build."
The next step down this road is to just eliminate ability scores and assign modifiers for different classes, with a system for buying down the negatives and boosting the neutrals or positives.
David Lamb wrote:
> In a recent thread someone made an offhand comment that perhaps ability
> scores should be tied to class rather than being rolled or point-bought.
That may have been me, I should resurrect this.
> So here's a specific proposal for discussion / comment / criticism:
> DM picks a standard array of some sort -- could be the critter array
> 11/11/11/10/10/10 or the elite array 15/14/13/12/10/8 (IIRC) or anything
> else s/he likes for the campaign.
Making people use standard arrays already greatly limits the SAD classes. When everything runs off one stat, you don't want a 15 there.
> It might be appropriate to pick a lesser array than usual because of
> the class-specific boosts. At first CHARACTER level, MAD classes get +2
> to two particular ability scores, SAD get +2 to one.
But here that's better for the Wizard, even if you cut them to very small amounts of Dex and Con they should start with a 17 (or 19) Int which is plenty. At least it's not a 20.
You're also confusing the better clases with the SAD ones. Clerics and Druids are MAD and awesome, they don't need any help at all to compete with Wizards in any 3e-style game. Bards and Monks are MAD and not so good.
As a class mod, these do not stack as bonuses, and should probably be tied to class tropes like a Monk being unarmoured and so on. Many of those classes are better "fixed" by giving them better class bonus progressions, like full BAB for Bards and Monks, all good saves for Fighters, and so on, but that's an aside.
> At 4th character level everybody still gets +1 to any one ability score.
That should almost certainly become +1 to /all/ stats. If you're giving the Wizard +1 Int, the Monk needs +1 to everything to have any chance.
> At 4th, 8th, etc. CLASS level for the primary classes, everybody gets to
> make the same choice as at first level but with +1 instead of +2. Thus
> for example fighters get +1 to two of Str, Dex, Con, which can be a
> different pair than at first level. Prestige classes don't get this
> benefit, to give a little boost to the primary classes.
Fighting classes only? Go for it. Tempting to fold the two together into a growing class bonus if you stick with one class. Ftr 16 can end up with +12 Str, +4 Dex, +6 Con. Full casters do not need better mental stats, and you could just take that bonus away from them.
16th level middle-aged Wizard with 22 Int fully buffed? Yay! Fighter still can't fly? Oh dear.
> Parameters for tuning this scheme are
> - which standard array to start with
> - how big a plus to give at 1st level (+2 above, but could be +3 or
> anything else that suits the campaign). Might want bigger 1st level
> boosts if one starts with lesser arrays.
Elite array with fairly small mods should be fine. Keeps the better classes down a bit. With more even classes, the NPC array and everyone getting big bonuses would work better.
> - which class level the next boost comes at (could be 5/10/15/20, for
> example)
> - how big a plus happens for the upper-level boosts (+1 as above, or
> something bigger).
Bigger bonuses feel better when you get them, more of them and less often seems a good idea.
> - whether to include prestige classes; my preference was to exclude them.
If you had stacking bonuses, you could give them for sticking with one PClass, so pile them on at say 4th, 8th, and 10th. It'd be a nice balancing mechanism if the designers had it available (and they actually playtested their stuff properly).
> The person who made the original suggestion might have something else in
> mind.
I've got stuff written down /somewhere/ about this sort of thing. Should be mostly in a spreadsheet, as I remember generating a few thousand characters to test the ideas. Hmm.
>> In a recent thread someone made an offhand comment that perhaps ability
>> scores should be tied to class rather than being rolled or point-bought.
> That may have been me, I should resurrect this.
> Making people use standard arrays already greatly limits the SAD
> classes. When everything runs off one stat, you don't want a 15 there.
>> It might be appropriate to pick a lesser array than usual because of
>> the class-specific boosts. At first CHARACTER level, MAD classes get +2
>> to two particular ability scores, SAD get +2 to one.
> But here that's better for the Wizard, even if you cut them to very
> small amounts of Dex and Con they should start with a 17 (or 19) Int which
> is plenty. At least it's not a 20.
Well, would you compensate with a lesser standard array? a 14 or 13 as the highest stat? I left it up to the campaign (DM in consultation with players)
> You're also confusing the better clases with the SAD ones. Clerics and
> Druids are MAD and awesome, they don't need any help at all to compete with
> Wizards in any 3e-style game. Bards and Monks are MAD and not so good.
You're right; I did confuse that. I suppose this could be done in combination with various of the milder nerfs to those classes, but that's a separate discussion
>> Thus at first character level
> - Brb +2 Str, Dex, & Con
Did you mean to all 3 stats?
> - Brd +2 Dex
Why not CHA?
> - Clr -2 Dex
NOT giving any bonus, beyond the standard array, to a powerful class makes some sense. A cleric would want to put the 15 in Wis to be able to get to 19 by the time the 9th level spells show up.
However, ... Since my proposal based the first set of ability adds on first character level rather than class level, why wouldn't clerics take their first level in some other class that avoids the penalty? Or would people want to start their spell progressions immediately and so not take a 1-level dip? I've heard at least one person say they consider taking a 1-level dip in Barbarian at first level for the extra hit points and speed; depends on the campaign I suppose.
> - Drd ------
> - Fgt +4 Str, +2 Con
I gather you didn't like my "+2 to (choose 2 of Str, Dex, Con)"?
No bonus to primary stat for powerful SAD classes might make sense.
> As a class mod, these do not stack as bonuses, and should probably be
> tied to class tropes like a Monk being unarmoured and so on.
Hmm. Do you mean you're tying them strictly to first class level rather than first character level? I'm not quite sure how you mean this to work. If you stack 4 classes, do you get the best plusses for each stat (rather than stacking)? Ftr 1 / Rgr 1 gets +$ str, +4 Dex, +2 con? or just the first-character-level Ftr mods?
>> At 4th character level everybody still gets +1 to any one ability score.
> That should almost certainly become +1 to /all/ stats. If you're giving
> the Wizard +1 Int, the Monk needs +1 to everything to have any chance.
Hmm. I recall Keith making the same suggestion in a long-ago discussion.
> 16th level middle-aged Wizard with 22 Int fully buffed? Yay! Fighter
> still can't fly? Oh dear.
I guess you mean that even with these changes, fighters are behind?
>> - whether to include prestige classes; my preference was to exclude them.
> If you had stacking bonuses, you could give them for sticking with one
> PClass, so pile them on at say 4th, 8th, and 10th. It'd be a nice balancing
> mechanism if the designers had it available
Part of the that suggestion about not giving boosts in prestige classes was the vague idea that there ought to be more benefits to sticking with a primary class.
>> The person who made the original suggestion might have something else in
>> mind.
> I've got stuff written down /somewhere/ about this sort of thing. Should
> be mostly in a spreadsheet, as I remember generating a few thousand
> characters to test the ideas. Hmm.
I'd love to see the ideas, albeit not the spreadsheet itself! At least, not right away.
David Lamb wrote:
> tussock wrote:
>> David Lamb wrote:
<snips>
>> Making people use standard arrays already greatly limits the SAD
>> classes. When everything runs off one stat, you don't want a 15 there.
>>> It might be appropriate to pick a lesser array than usual because of
>>> the class-specific boosts. At first CHARACTER level, MAD classes get +2
>>> to two particular ability scores, SAD get +2 to one.
>> But here that's better for the Wizard, even if you cut them to very
>> small amounts of Dex and Con they should start with a 17 (or 19) Int
>> which is plenty. At least it's not a 20.
> Well, would you compensate with a lesser standard array? a 14 or 13 as
> the highest stat? I left it up to the campaign (DM in consultation with
> players)
I like the familiar base, the size of bonuses it needs are fairly small and you can throw the odd penalty at it. Not a problem.
>> You're also confusing the better clases with the SAD ones. Clerics
>> and Druids are MAD and awesome, they don't need any help at all to
>> compete with Wizards in any 3e-style game. Bards and Monks are MAD and
>> not so good.
> You're right; I did confuse that. I suppose this could be done in
> combination with various of the milder nerfs to those classes, but
> that's a separate discussion
Yep. It's interesting to think what I'd give a more balanced set of classes too, there's more room to throw about mental stat bonuses and penalties and let the multiclass stuff stack.
>>> Thus at first character level
>> - Brb +2 Str, Dex, & Con
> Did you mean to all 3 stats?
Yep.
>> - Brd +2 Dex
> Why not CHA?
Chickened out, they are casters. They need Dex anyway for bows and AC, and are a moderately good class. 16 Dex, 15 Cha?
>> - Clr -2 Dex
> NOT giving any bonus, beyond the standard array, to a powerful class
> makes some sense. A cleric would want to put the 15 in Wis to be able to
> get to 19 by the time the 9th level spells show up.
Every house rule I come up with for 3e gets parsed to see if I can fit a caster nerf into it. 8]
> However, ... Since my proposal based the first set of ability adds on
> first character level rather than class level, why wouldn't clerics take
> their first level in some other class that avoids the penalty? Or would
> people want to start their spell progressions immediately and so not
> take a 1-level dip? I've heard at least one person say they consider
> taking a 1-level dip in Barbarian at first level for the extra hit
> points and speed; depends on the campaign I suppose.
Sure, Rog first for the skills, Brb for the speed, Mnk for the naked defense, Ftr for the AC and various feat combos, .... Simply put, your old-
school Elven Fighter/Mage is one level behind in Wizarding, has a few more hit points, and is much better with swords: but is *one level behind in Wizarding*.
That's awesome. If I could think of a way to trick them into going two levels down, the monsters would stand up much better. 8]
>> - Drd ------
>> - Fgt +4 Str, +2 Con
> I gather you didn't like my "+2 to (choose 2 of Str, Dex, Con)"?
Old habits: if I want Dex it's for bows and light armour, so I dip Ranger for the cheap feats and assorted other goodness. My strait Fighter builds tend to be low-Dex tanky types, maybe dip something for wand use.
> No bonus to primary stat for powerful SAD classes might make sense.
No mental stat mods of any kind was my final thought. Getting the caster's numbers under control is handy. I'd like to use some mental penalties on the grunts, +Cha and Wis for a Paladin, +Wis Monk.
But negatives just kills the classic multiclass options like F/M, and bonuses could make the dip compulsary for full casters.
>> As a class mod, these do not stack as bonuses, and should probably
>> be tied to class tropes like a Monk being unarmoured and so on.
> Hmm. Do you mean you're tying them strictly to first class level rather
> than first character level? I'm not quite sure how you mean this to
> work. If you stack 4 classes, do you get the best plusses for each stat
> (rather than stacking)? Ftr 1 / Rgr 1 gets +$ str, +4 Dex, +2 con? or
> just the first-character-level Ftr mods?
All of them, overlapping and not stacking, correct. A handy thing for keeping multiclassing reasonable without needing to care about what came first or why my Ftr/Rgr doesn't have a Dex bonus when my Rgr/Ftr does.
>>> At 4th character level everybody still gets +1 to any one ability score.
>> That should almost certainly become +1 to /all/ stats. If you're
>> giving the Wizard +1 Int, the Monk needs +1 to everything to have any
>> chance.
> Hmm. I recall Keith making the same suggestion in a long-ago discussion.
>> 16th level middle-aged Wizard with 22 Int fully buffed? Yay! Fighter
>> still can't fly? Oh dear.
> I guess you mean that even with these changes, fighters are behind?
Fighters are ... yes. It's complex, because the DM can give the Fighters a /lot/ to do with a little cooperation from the casters. To some extent they don't need any bonuses at all if everyone plays along at piling spells on them and keeping the monsters in reach (at least up to around 15th level where Pathfinder tops out it's adventures for that very reason).
But then there's so many things in the MM that are just flat out better at standing in melee than a Fighter can ever be, or crazy-fast and just immune to your bow. The high level Fiends, played for keeps, are basically /impossible/ to kill with a Fighter even if you are all buffed up.
Unless the DM puts them 20' from an unlocked door and lets you sneak up on their super-genius ass and cut them down before they can act.
>>> - whether to include prestige classes; my preference was to exclude
>>> them.
>> If you had stacking bonuses, you could give them for sticking with
>> one PClass, so pile them on at say 4th, 8th, and 10th. It'd be a nice
>> balancing mechanism if the designers had it available
> Part of the that suggestion about not giving boosts in prestige classes
> was the vague idea that there ought to be more benefits to sticking with
> a primary class.
Oh, sure. I was thinking strait Wizard might be getting some nice bonuses every 2nd or 4th level anyway, so rather than drop into a PClass after 6 or 7 levels of Wizard and wait untill 11th, 15th, and 17th level for any more bonuses, or "worse" grab dip levels in three PClasses, you hang around with your Wizard.
Like, if you get into modding the typical stat bonuses from Wishes and Enhancement bonuses, you can fit more into the core classes aswell. Rather than a +6 hat, +4 from level, and +5 wishes, a 17th level Wizard could have had +1 Int /every even level/ (more at higher levels), which the PClasses get less often.
I sort of assume that's to be part of any such package.
>>> The person who made the original suggestion might have something else in
>>> mind.
>> I've got stuff written down /somewhere/ about this sort of thing.
>> Should be mostly in a spreadsheet, as I remember generating a few
>> thousand characters to test the ideas. Hmm.
> I'd love to see the ideas, albeit not the spreadsheet itself! At least,
> not right away.
>> I'd love to see the ideas, albeit not the spreadsheet itself! At least,
>> not right away.
> I'll have to have a dig around.
OK, found it. It's in my little "AD&D 3rd edition" project, which never really got anywhere interesting (other than in understanding better how 3e changed some of the game's basic odds).
Using something like the standard array (or dice) and 3e's stat mods, it'd be about half the size for stat adjustments ... so
I've come to appreciate odd adjustments in 3e anyway, nothing wrong with gamist application of adjustments. The negative adjustments there are an attempt to model the 1st edition bit where Str < 6 has to be a Mage and so on without using those sort of limiting rules, which may not be desirable for others.
That stacks with similar small race and age adjustments, like AD&D's. NPC Dwarves can all have average 16 Con while PCs have only a +1 Con adjustment, Ogres with 20 Str NPCs only need +2 Str for PCs. It's fine.
Depends how many rules you want to touch to get this sort of effect, but switching to +1/-1 types gives you more room to show differences without forcing everyone into the steriotypes.
The simplest implimentation of this ramble is to say every character (after choosing a class) gets +1 to any two stats, and may choose to add +1 and -1 to any two as well, using the above as recommendations.
> The simplest implimentation of this ramble is to say every character
> (after choosing a class) gets +1 to any two stats, and may choose to add +1
> and -1 to any two as well, using the above as recommendations.
Well, yes, but that's another step away from tying ability scores to class.
I suppose the most fanatical form of tying ability scores to class is to start with 11/11/11/10/10/10 or 13/13/11/10/8/8 (specific 15-point buys but disallowing any extreme SAD variants like 17/10/8/8/8/8), and then some *big* mods to stats like fighters at character level 1 getting +4/+3/+2 to Str, Dex, Con in some chosen order, and enough plusses to spellcasting classes' primary attributes that they can cast their Nth level spells at class level 2N-1 given the other progressions. Whatever numbers get picked should take into account the "+1 to all scores at character level 4/8/10/..." and also whether there are additional plusses to a class' scores at other levels, like plusses at every Class level that's a multiple of 3 or 4 or 5 or whatever.
So suppose we take 13/13/11/10/8/8 and extra +1s in appropriate stats at class levels that are multiples of 5.
Ftr (tank) 0: 13/11/13/8/10/8
1: 16/13/17/8/10/8
4: 17/14/18/9/11/9
5: 18/15/19/9/11/9
8: 19/16/20/10/12/10
10: 20/17/21/10/12/10
12: 21/18/22/11/13/11
(if this looks too good, bear in mind that by Keith's reasoning level 12 is beyond normal human ability).
Everybody does really, really well for at least one class, and MAD classes do well at all their relevant stats. Multiclass and prestige classes do less well because of the multiple-of-5 applying only to class levels and the big boosts only at first character level.
> I've come to appreciate odd adjustments in 3e anyway, nothing wrong with > gamist application of adjustments.
> Depends how many rules you want to touch to get this sort of effect, but > switching to +1/-1 types gives you more room to show differences without > forcing everyone into the steriotypes.
Agreed.
-- There walked into the lethal quicksands a very old man in tattered
purple, crowned with withered vine-leaves and gazing ahead as if upon the
golden domes of a fair city where dreams are understood. That night
something of youth and beauty died in the elder world. - H P Lovecraft
David Lamb wrote:
> tussock wrote:
>> The simplest implimentation of this ramble is to say every character
>> (after choosing a class) gets +1 to any two stats, and may choose to add
>> +1 and -1 to any two as well, using the above as recommendations.
> Well, yes, but that's another step away from tying ability scores to
> class.
True that. Reading back, I've seen the /specific problem/ I ran into with all that sort of thing is being unable to support classic multi-class combinations.
In particular, the Elven F/M where they all but negate each other.
I don't want them to stack, that does horrible things. I can add them and halve it, round down for nothing, but why must you get weaker by taking a Wizard level? Luckily I can let the player do it so they start with +Str and +Int no matter how multiclassing is handled, becuase _that works_.
I can trust players to tie their stats to the optimal arrangement for their /particular/ character better than I can do it for them with class mods. Want a high Str+Cha Rog/Ftr/Brd with a full-casting bard prestigue class to model 1e? Go to it.
It's the same deal with racial mods. NPC dwarves can be dour and tough and PC dwarves can have a +/- they can put wherever they want. Players don't want to follow the archetype? Good for them: Sneezy, Sleepy, and Doc were Dwarves too.
Where was I? Right. 3e, start with 11/11/11/10/10/10.
+2 to any four stats, because you're a PC. = 13/13/13/12/10/10.
+1 to two stats by class. = 14/14/13/12/10/10.
+1/-2 at player's option. = 15/14/13/12/10/08.
> Where was I? Right. 3e, start with 11/11/11/10/10/10.
> +2 to any four stats, because you're a PC. = 13/13/13/12/10/10.
> +1 to two stats by class. = 14/14/13/12/10/10.
> +1/-2 at player's option. = 15/14/13/12/10/08.
I like the idea of allowing an optional "+1 here for -2 there" trade.
> LOL, standard array in disguise. 8]
Cute, but... seems like a lot of work for no gain. I know you're more creative than that!
I suppose alternatives include a different starting array (maybe one with some 8s and 9s). Then some people might be inclined to "fix" an 8 or 9 with one of their "+2 to 4 stats" bumps rather than push one stat extra high.
I'm not sure I mind letting a SAD class push its prime stat slightly above 15, as long as a MAD one gets something more meaningful to them like a comparable boost to multiple stats.
David Lamb wrote:
> tussock wrote:
>> Where was I? Right. 3e, start with 11/11/11/10/10/10.
>> +2 to any four stats, because you're a PC. = 13/13/13/12/10/10.
>> +1 to two stats by class. = 14/14/13/12/10/10.
>> +1/-2 at player's option. = 15/14/13/12/10/08.
> I like the idea of allowing an optional "+1 here for -2 there" trade.
Indeed.
>> LOL, standard array in disguise. 8]
> Cute, but... seems like a lot of work for no gain. I know you're more
> creative than that!
Oooh, you sly devil you. Two fundamental hurdles arise before putting work into polishing something like this.
1st Multiclassing: where you don't want a big bonus locked in by your first level class choice.
Can work around that with /small/ class bonuses, never more than +1 per stat per level, and net +0 or +1 at 1st level. Which suits 3e style multiclassing because you just add everything from all your classes like you do for BAB and saves (fix those while you're at it).
2nd Class flexibility: where there's a wealth of stat arrangements that work well (if not optimally) on /some/ of the classes. If you push a Rogue's Dexterity by level automatically, you destroy the Strength-based Rogue option. Maybe that's fine, make everyone optimise a certain way. But ewwww.
I'm thinking, if you're still bothering with 3e's build complexity for characters, leave it flexible, that's the point. But then, your stats aren't tied to your class at all, for at least half the classes.
Which leads to ... can I give up trying to balance casters and just have something interesting? Not with that, I don't think.
Interesting stats /to me/ are when the Wizard ends up with 16 Con and 14 Int, or the bow oriented Fighter ends up taking the Expertise chain because he had 15 Int anyway. NB: "organic" rolling is kinda neat like that.
But that doesn't support what a lot of people want out of complex character building, and certainly doesn't mesh with a Fighter getting compulsary "free" bonuses in Strength.
So I'm left with a set of /tiny/ class bonuses that are mostly flexible anyway. Which is not really tying stats to class any more, as you noted. So I'm stuck, doing cheap tricks like the above.
> I suppose alternatives include a different starting array (maybe one
> with some 8s and 9s). Then some people might be inclined to "fix" an 8
> or 9 with one of their "+2 to 4 stats" bumps rather than push one stat
> extra high.
The sheer power of high stats since 3e is tricky. People want to amp one up because it's a /very/ powerful trick. Getting to 30 in your prime stat is basically winning. Something like the impact of finding a +5 sword at 1st level in AD&D, or an item that gave everything -5 to all saves vs your spells (on top of every other trick for that).
They playtested the game with characters who barely reached a 20 at high levels. The monsters just can't take the extra +5 on the PC's side.
> I'm not sure I mind letting a SAD class push its prime stat slightly
> above 15, as long as a MAD one gets something more meaningful to them
> like a comparable boost to multiple stats.
Take a big ol' nerf stick to the full caster classes, eh, then you can give them whatever stats you like. God-like int? Who cares, when it's the same DC! ... I should post my 3e versions of AD&D classes and magic rules (when I'm awake and can check for math). The casters still kick ass, it just leaves something for the Fighters to do.