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Originally Posted by Niara


If it 'feels bad' for you, to only be a *Little* better than everyone else at your chosen specialisation at *Level 1*, that's not the fault of the game, or the d20... that problem lies between chair and character sheet.



It cuts both ways actually, you could argue that the system doesn't provide enough or you can argue that the player is being unreasonable. You can easily reach this conclusion by comparing systems or deliberately crafting a system in which one or the other is true to you, as a person, and to other people. It's not that hard of a concept to understand.

Originally Posted by Niara

If you are repeatedly and consistently failing checks that you have a high bonus for, and regularly succeeding in checks that you don't think you ought to have been able to succeed at... that's a DM problem, not a problem of the system or the d20 (maybe the d20, if it's the same one and providing such a predictable result - maybe float it and check).


The only reason the system gets away with it is because it explicitly says the DM can change any and all of the rules to fit the situation -- the DM is the Word of God. The system also assumes that the DM is a rational, fun loving, human being. That's a pretty fragile and weak system because when you don't have that DM present you run into issues -- you're asking a lot from a CRPG and that's why save scumming is going to be a thing and why player experience may be negatively impacted.

It should be pretty apparent that what's satisfying to you may not fit the bill for a great deal of many other players.

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Originally Posted by Niara

How often has the 8 Int barb come up with super specific arcana knowledge while the wizard is left scratching her head? Well, for my games... Never. Here's why:


6-Int Barbarian rolls a Natural 20 on an Arcana check.

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Originally Posted by SorcererVictor

I have strong criticism over how Sawyer destroyed casters on nwn2,

As it is something your bring up again and again I just wanted to share something I stumbled on recently. Unless I misunderstood his post, JE has little influence over NWN2, as he joined the project deep into the development.

Quote

I’m glad you like NWN2, but honestly I had very little to do with it. I designed the Illefarn ruins in Act 2 and worked with George Ziets to develop the background of the King of Shadows. Later, I helped Constant Gaw and Ben Ma develop the King of Shadows boss fight to incorporate all of the ritual powers / silver sword, which was kind of a nightmare. I’m co-credited as the lead designer, but in reality I was acting more like the game’s custodian in the final months of development and release. In reality, I contributed little to it.

Source

Last edited by Wormerine; 13/11/20 06:32 PM.
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Originally Posted by KillerRabbit

Sawyer has a different one if you follow the link. You could even respond to him because he's tweeting about this right now.

Men, I like reading what people who know what they do have to say. I love Disco’s skill checks, and while I didn’t play BG3 I am iffy about it’s skill checks. I never though of a mechanical impact of double dice roll, and how it increased my enjoyement of DE rolls by making average rolls results more common. I think he is also spot on on negative effect a single d20 roll has - RPG overriding the impact of the character build.

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Originally Posted by dunehunter
The mega bosses in PoE2 is the worst boss encounter design ever....

I can’t say I enjoyed them. That’s the unfortunate side effect of making skills per-encounter rather then per-rest.

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Originally Posted by Wormerine
Originally Posted by SorcererVictor

I have strong criticism over how Sawyer destroyed casters on nwn2,

As it is something your bring up again and again I just wanted to share something I stumbled on recently. Unless I misunderstood his post, JE has little influence over NWN2, as he joined the project deep into the development.

Quote

I’m glad you like NWN2, but honestly I had very little to do with it. I designed the Illefarn ruins in Act 2 and worked with George Ziets to develop the background of the King of Shadows. Later, I helped Constant Gaw and Ben Ma develop the King of Shadows boss fight to incorporate all of the ritual powers / silver sword, which was kind of a nightmare. I’m co-credited as the lead designer, but in reality I was acting more like the game’s custodian in the final months of development and release. In reality, I contributed little to it.

Source


Thanks. Is just that every game that he worked has extremely lackluster magery...

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Originally Posted by Niara
Quick side note:
Originally Posted by Maximuuus

- Doubled proficiencies bonus in certain conditions could be a thing. (that's not more than +20% to hit if you're level 8-12, a little bit less than an average advantage).


Expertise exists in the core rules and there are numerous ways to get it on a variety of things, not exclusive to rogue. If Larian would actually use the 5e rules as published, we'd have a fair amount of that.

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Let's say a +3 to attack roll if someone use the "half custom rule" to use"help" as a bonus action to distract your target.


The Help action as a bonus action (granting advantage) also exists in the rules and is available to a few different archetypes of different classes. If Larian would actually use the 5e rules as published, we would eventually have several methods of that available.

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+1 / +2 / +3 arrows or melee weapons could be another one.


Seems like there's already plenty of these kicking about for a 1-4 group of adventurers so far?

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Higher ground could also lead to another x2 proficiency bonus (or a modifier x1.5, I don't know) if you're higher. This could be at the end of the game something "easy" to increase our % to hit but it could be "a part" of the mechanics, not THE things to do.


Larian's high-ground darling really needs to go away and never come back. Implementing proper cover rules would simulate bonuses for high ground where having said high ground would actually provide a benefit, and it would also do more and add more to the game as a whole, in many situations, while being a relatively simple and mechanically straightforward concept to understand and identify.

That aside,

I'm finding myself wondering what sorts of DMs you other folks have had in the past, to leave you with view points like this...

- A level one character who is proficient, or even expert, in a particular skill is better, on the whole, in that area than someone who isn't, but they're not *That* great at it yet. No, they should not be a *lot* better at those skills at level one; they're level one. They've just got a good start ahead of most average others. At level one, if you've got a good stat to back up your good skill, you'll be a +6; at level one, you generally shouldn't be facing any checks much above a 12, at least not often. If you are facing a 15 or above at that level, then you're trying something that's actually quite difficult for someone of your limited experience, and yeah, you can expect to not nail it half the time. Welcome to level one? You're just starting out? Don't expect to be fantastic even at the things you're training yourself towards at this point? Expect to be competent at them, dare I even say, proficient at them, and better than your contemporaries... but not a master, or everyone's go-to gal. In a training room with 20 "my first lock" puzzles (DC 10), the level one wizard, who understand the concept of lock picking, but doesn't know a cinching pin from hair clip when presented with the tools, might be able to fumble his way through ten of them, or so. Meanwhile, a level one rogue who has learned how to use their tools properly, and is nimble of finger (18 dex, thief tool expertise, +8 bonus), might expect to open nineteen of the twenty locks in the same time... probably all twenty, but mistakes can happen. 5e's bounded statistics and the d20 are working just fine.

Hey, you know what... I just ran that experiment five times, using physical dice... the 'rogue' got all 20 locks four times, and got nineteen one time, with a single natural 1. The 'wizard' got 9 locks, followed by 13, 8, 7 and 14 locks on the fifth set - he rolled slightly above average expectations overall. But I don't know what else to say, other than that the system does what it's intended to do... this all feels pretty correct and satisfying to me.

If Bumblefoot Mugbreaker needs a 16 to sneak past the guards, and has 8 Dex and no proficiency, then he's going to fail most of the time, but sometimes (4/20, 20%) he'll luck out and not tip them off, provided his club foot isn't giving him disadvantage on stealth checks to move silently... it probably should be... but if we figured that in, his success rate drops to almost nothing.
If Darkstalker Shadowcloak has been training himself in the arts of stealth for years... then he's probably not a level one character... but that aside, if he IS level one, then he's going to be decently dexy and is apparently a self-proclaimed expert. Let's cut it right back, the bare minimum for edgelording, and call it a 16... then he will succeed more often than not (12/20, 60%). It's a notable margin. It's not an insignificant margin, in fact. It's three times the chance, at level one. It's not 10%, certainly.

The sheer magnitude of skill numbers in older editions were the exact opposite of fun - they meant that, as with all contested arms races, right off the bat, the DCs for things would shoot so high that no-one except super-specialists would have any hope at all of succeeding. It discouraged people from trying anything outside of their very narrow, specific wheelhoues, and it forced players into wedging themselves into said wheelhouses, to the complete exclusion of almost everything else... because if they *Didn't*, then *No-one* would be able to do it at all. Let's NEVER go back to that, thanks.

In an average level party (let's say 9th level; the experts are really starting to seem like genuine experts at a world-class level by this point), that group stealth check goes something like this: The rogue rolls a 3, and has a final check of 16 (presuming no magic items). The clumsy one with 8 dex *Needs* to roll 17 or over (an excellent attempt and a slim chance at best) just in order to do as well as the rogue when she *screws up*. That sounds right to me; where's the problem?

How often has the 8 Int barb come up with super specific arcana knowledge while the wizard is left scratching her head? Well, for my games... Never. Here's why:

- Skill checks are supposed to represent situations where there is a realistic chance of failure or success. IS there a realistic chance of the barbarian with 8 int and a backstory that involves growing up getting hit with rocks might know the lore needed while the wizard doesn't? No? Then the barbarian doesn't roll arcana here. That's how it's meant to work. Players and DMs who regularly request skill checks over ridiculous things where it defies sense for at least one of the outcomes to occur need to take a step back and ask why they're doing a check there, and then not.

- An extra one or two makes a lot of difference, especially with attack rolls, in 5e. My variant human ranger started her adventuring career off with a +9 to her ranged attack rolls... compared to the warlock's +6 and the cleric's +5, it made a positively phenomenal difference over those first 3 levels. She virtually never missed, was happy to shoot with disadvantage, and it was so much of a sure shot thing that it felt completely broken and over-powered for the system. The small numbers are worth a lot; it's a good thing that most people's attack bonus, whatever their method, all generally start within one or two of each other, at least for those character who intend to be using that attack bonus most of the time.

If it 'feels bad' for you, to only be a *Little* better than everyone else at your chosen specialisation at *Level 1*, that's not the fault of the game, or the d20... that problem lies between chair and character sheet. If you are repeatedly and consistently failing checks that you have a high bonus for, and regularly succeeding in checks that you don't think you ought to have been able to succeed at... that's a DM problem, not a problem of the system or the d20 (maybe the d20, if it's the same one and providing such a predictable result - maybe float it and check).




Okay.
I'm not really sure to understand the point (EN is not my mother tongue so I probably easy miss things)... But it looks like according to you, the rules are absolutely fine and the game should just implement RAW.

What's next this sentence will be irrelevant to that quote if I didn't understood well what you wrote... But maybe it could be a interresting and it leads to an easy and totally serious question.

I personnaly never had any DM, because I'm not a PP player. I played a lot BG and other D&D video games, I love them. I did video on youtube about D&D and Baldur's Gate 3 and I really want BG3 to become an awesome game, so I read A LOT the rules of 5e to understand as best as I can how it work.
I'm just a video game player, and a this video game is not created to only pleased the hardcore D&D fans.

That said what I suggested was a clue from an inexperimented non-PP player to "play with the rules" in an attempt of balancing things a little bit more, and for everyone. The game should definitely trust D&D way more as I said many many threads.

But maybe that was a fail.
On the other hand, I can understand that the D20 is really a problem for many players.
That's not really one to me... I don't care often missing, and I don't care being a level 1 at level 1 or not... But what is important is not what I want. What is important is what "the community" want. And the community find that the D&D D20 mechanic is unfair, or unfun.

You talked a lot about proficiency.
Maybe a simple trick could solve the huge balancing issues of the game ?

Just add a +3 bonus to everyone. Just don't write it.

1) if everyone has a +3 bonus on every check on a normal difficulty game mode, it means everyone has ~+15% to hit/to sucess everytime a D20 is rolled.
2) if you change the easy and unbalanced issue Isaac talked about in the first post about advantages/disadvantages...
3) And if you give the player the opportunity to improve % to hit with MORE tactical possibilities (highground and backstab could definitely become tactical choices)...

The game should better suit the overall balance of D&D, while Larian allow us to use more options to increase our possibilities and choices... and give us a better control on combats.

Can any D&D player explain me what could be wrong if they added a +3 bonus to everyone, in every situation, at any D20 roll ?

I guess it's ok for D&D and I guess it's a good way to easily balance the game (balance related to D&D and to Larian's improvement).
It could also be an easy and great option to custom to easily choose between something more D&D (+0), or something where you can cheat the D20 ( maybe +5).

Last edited by Maximuuus; 13/11/20 09:03 PM.

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Originally Posted by SorcererVictor
Originally Posted by Wormerine
Originally Posted by SorcererVictor

I have strong criticism over how Sawyer destroyed casters on nwn2,

As it is something your bring up again and again I just wanted to share something I stumbled on recently. Unless I misunderstood his post, JE has little influence over NWN2, as he joined the project deep into the development.

Quote

I’m glad you like NWN2, but honestly I had very little to do with it. I designed the Illefarn ruins in Act 2 and worked with George Ziets to develop the background of the King of Shadows. Later, I helped Constant Gaw and Ben Ma develop the King of Shadows boss fight to incorporate all of the ritual powers / silver sword, which was kind of a nightmare. I’m co-credited as the lead designer, but in reality I was acting more like the game’s custodian in the final months of development and release. In reality, I contributed little to it.

Source


Thanks. Is just that every game that he worked has extremely lackluster magery...



That’s some bullshit, IWD1,2 has very strong casters that can solo HoF, strongest class in PoE 1 is priest, a caster. They realize casters scales much better in poe 1 so they nerfed them a bit in 2, But they are still super strong in PoE2, as the first one to finish all god challenges using a priest.

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Originally Posted by dunehunter

That’s some bullshit, IWD1,2 has very strong casters that can solo HoF, strongest class in PoE 1 is priest, a caster. They realize casters scales much better in poe 1 so they nerfed them a bit in 2, But they are still super strong in PoE2, as the first one to finish all god challenges using a priest.


Completely wrong.

IWD:EE has stronger casters. Vanilla IWD has very lackluster casters. With very lackluster spells. You can learn tier 9 spells? Yep. But only the most lackluster ones. No stop time, no wish, no chain contingency, etc. HoW added FEW powerful high level spells like Abi-Dalzim's Horrid Wilting but that is it. Enhanced Edition implemented BG2 spells on IWD and made spellcasting far better;

And PoE, did you played PoE 1 as a wizard? Not only you need high strength to throw a hotter fireball but also every spell is just a ULTRA NERFED version of 3.5e. Maura's Writhing Tentacles is just a ULTRA NERFED version of black tentacles(which he also destroyed on NWN2), Malignant Cloud is just a ultra weaker version of cloudkill with far smaller duration(which again, he also destroyed on NWN2)

On BG2:SoA, when I was playing as a solo necromancer on legacy of bhaal difficulty, I could easily solo the beholders and mindflayers with animate dead + cloudkill. On PFKM this is the best mid level combo too. And in every sawyer game, the coolest spells are worthless. No one pick any wizard specialization on PoE2 except evoker.

Some people criticize Starfinder's technomancer by being far weaker than D&D/Pathfinder casters but Starfinder technomancer is pretty cool. His Chain surge can dish 13d12 damage up to 10 targets and make then electrical circuits stop functioning which is devastating against droids. He can also teleport between planets, create an junkbot army, disintegrate enemies and even terraform an planet.

-------------

Sadly, Larian apparently wanna make sure that every wizard will gonna be an evoker and a very ineffective evoker BTW.

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Originally Posted by SorcererVictor
[quote=dunehunter]And PoE, did you played PoE 1 as a wizard? Not only you need high strength to throw a hotter fireball but also every spell is just a ULTRA NERFED version of 3.5e. Maura's Writhing Tentacles is just a ULTRA NERFED version of black tentacles(which he also destroyed on NWN2), Malignant Cloud is just a ultra weaker version of cloudkill with far smaller duration(which again, he also destroyed on NWN2)


PoE uses totally different attribute definition than DnD, i see nothing wrong with a high strength wizard. 3.5e is a version where casters are overpowered.

And i don't see why u comparing two different system, to judge if caster is good or not its fair to compare them with other classes within the same system. But you unfairly comparing casters cross two totally different system lol. YEAH wizard is soooo weak in PoE, they can't even timestop as wizard in bg2 does! BAH!

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Originally Posted by dunehunter
Originally Posted by SorcererVictor
[quote=dunehunter]And PoE, did you played PoE 1 as a wizard? Not only you need high strength to throw a hotter fireball but also every spell is just a ULTRA NERFED version of 3.5e. Maura's Writhing Tentacles is just a ULTRA NERFED version of black tentacles(which he also destroyed on NWN2), Malignant Cloud is just a ultra weaker version of cloudkill with far smaller duration(which again, he also destroyed on NWN2)


PoE uses totally different attribute definition than DnD, i see nothing wrong with a high strength wizard. 3.5e is a version where casters are overpowered.

And i don't see why u comparing two different system, to judge if caster is good or not its fair to compare them with other classes within the same system. But you unfairly comparing casters cross two totally different system lol. YEAH wizard is soooo weak in PoE, they can't even timestop as wizard in bg2 does! BAH!


Might is strength, at least is used in every dialog as strength.

And stop time is a spell which you only get on end of SoA as scroll.

And PoE wizards aren't weak cuz they can't cast stop time, they can't cast stop time
  • Nor any OHK spell(wail of the banshee and finger of death)
  • Nor animate dead
  • Nor kill an horde of weaklings with an single fireball
  • Nor cast wish
  • Nor have deadly persistent spells like cloudkill that lasts a lot
  • Nor summon Efreets and Planetars
  • Nor cast chain contingency
  • Nor undo petrification
  • Nor shapeshift into powerful creatures
  • Nor take control over enemies
  • Nor cast duplicates
  • Nor cast stoneskin to soak a lot of damage
  • Nor cast haste to help companions
  • (...)


I could solo BG2:SoA on Legacy of Bhaal as a necromancer, losing all illusion spells due my subclass but on all sawyer games, I fell myself worthless and using far more my party members. The exception is when I installed spell fixes for nwn2. Be a mage in that game become so amazing now that instead of a fix +5 to hit from black tentacles which can't hit anything with AC > 25 to caster level + 8 and a proper grapple routine, made the same rougues who was OHKilling me on ch 1 a piece of cake.

I don't care if for you, having powerful magic effects in a high magical setting is bad; nerfing spells only made this games worse.

Vincke seems to be taking lessons on "how to ruin spellcasting 101" with sawyer.

I can't wait for a full spell fixes mod.

Last edited by SorcererVictor; 14/11/20 04:56 AM.
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This digression about casters is incredibly uninteresting and completely unrelated to the point being made by Sawyer in his tweets.
Open a thread specifically about it if you want to drag it any longer.

Not to mention half of it sounds dangerously close to be petulant bullshit.

Last edited by Tuco; 14/11/20 10:32 AM.

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Originally Posted by SorcererVictor
Originally Posted by dunehunter
Originally Posted by SorcererVictor
[quote=dunehunter]And PoE, did you played PoE 1 as a wizard? Not only you need high strength to throw a hotter fireball but also every spell is just a ULTRA NERFED version of 3.5e. Maura's Writhing Tentacles is just a ULTRA NERFED version of black tentacles(which he also destroyed on NWN2), Malignant Cloud is just a ultra weaker version of cloudkill with far smaller duration(which again, he also destroyed on NWN2)


PoE uses totally different attribute definition than DnD, i see nothing wrong with a high strength wizard. 3.5e is a version where casters are overpowered.

And i don't see why u comparing two different system, to judge if caster is good or not its fair to compare them with other classes within the same system. But you unfairly comparing casters cross two totally different system lol. YEAH wizard is soooo weak in PoE, they can't even timestop as wizard in bg2 does! BAH!


Might is strength, at least is used in every dialog as strength.

And stop time is a spell which you only get on end of SoA as scroll.

And PoE wizards aren't weak cuz they can't cast stop time, they can't cast stop time
  • Nor any OHK spell(wail of the banshee and finger of death)
  • Nor animate dead
  • Nor kill an horde of weaklings with an single fireball
  • Nor cast wish
  • Nor have deadly persistent spells like cloudkill that lasts a lot
  • Nor summon Efreets and Planetars
  • Nor cast chain contingency
  • Nor undo petrification
  • Nor shapeshift into powerful creatures
  • Nor take control over enemies
  • Nor cast duplicates
  • Nor cast stoneskin to soak a lot of damage
  • Nor cast haste to help companions
  • (...)


I could solo BG2:SoA on Legacy of Bhaal as a necromancer, losing all illusion spells due my subclass but on all sawyer games, I fell myself worthless and using far more my party members. The exception is when I installed spell fixes for nwn2. Be a mage in that game become so amazing now that instead of a fix +5 to hit from black tentacles which can't hit anything with AC > 25 to caster level + 8 and a proper grapple routine, made the same rougues who was OHKilling me on ch 1 a piece of cake.

I don't care if for you, having powerful magic effects in a high magical setting is bad; nerfing spells only made this games worse.

Vincke seems to be taking lessons on "how to ruin spellcasting 101" with sawyer.

I can't wait for a full spell fixes mod.


I think necromancy should be nerfed in order to make spellcasters more balanced.

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Yes, OP has very specific wants when it comes to casters, and that’s irrelevant to the discussion.

I suppose the question is: would players welcome further changes to core DND systems? There seems to be pushback to every change so far, though arguably ways in which Larian changes DND is more relevant then that they change it in the first place.

I for one would - as me being a unapologetic fan of PoE1&2 and Kingmaker hater probably suggests. I can’t yet talk about combat, but for certain I would welcome 2x d10 over 1x d20 for skill checks.

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Yo be honest i can understand what Sawyer says but he is a kinda extremist on the balance factor. When pillars of eternity released the first time since Sawyer did not want any form of immunity in the game he did put only resistences in. As result you had hilarious situation such as. Oozes that can be blinded. Winged creatures slipping on Grease. It was madness and totally out of place and hilarious people went on and on in the forum to complain about this design decision Sawyer at the time was adamant to don't have immunities in the game till in the end he gave up and put immunities in the game.

He is a nice game designer but this is D&D and shaping the dice in that manner would be a total unnecessary alteration in the game.

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Originally Posted by Niara

That aside,

I'm finding myself wondering what sorts of DMs you other folks have had in the past, to leave you with view points like this...

- A level one character who is proficient, or even expert, in a particular skill is better, on the whole, in that area than someone who isn't, but they're not *That* great at it yet. No, they should not be a *lot* better at those skills at level one; they're level one. They've just got a good start ahead of most average others. At level one, if you've got a good stat to back up your good skill, you'll be a +6; at level one, you generally shouldn't be facing any checks much above a 12, at least not often. If you are facing a 15 or above at that level, then you're trying something that's actually quite difficult for someone of your limited experience, and yeah, you can expect to not nail it half the time. Welcome to level one? You're just starting out? Don't expect to be fantastic even at the things you're training yourself towards at this point? Expect to be competent at them, dare I even say, proficient at them, and better than your contemporaries... but not a master, or everyone's go-to gal. In a training room with 20 "my first lock" puzzles (DC 10), the level one wizard, who understand the concept of lock picking, but doesn't know a cinching pin from hair clip when presented with the tools, might be able to fumble his way through ten of them, or so. Meanwhile, a level one rogue who has learned how to use their tools properly, and is nimble of finger (18 dex, thief tool expertise, +8 bonus), might expect to open nineteen of the twenty locks in the same time... probably all twenty, but mistakes can happen. 5e's bounded statistics and the d20 are working just fine.

Hey, you know what... I just ran that experiment five times, using physical dice... the 'rogue' got all 20 locks four times, and got nineteen one time, with a single natural 1. The 'wizard' got 9 locks, followed by 13, 8, 7 and 14 locks on the fifth set - he rolled slightly above average expectations overall. But I don't know what else to say, other than that the system does what it's intended to do... this all feels pretty correct and satisfying to me.

If Bumblefoot Mugbreaker needs a 16 to sneak past the guards, and has 8 Dex and no proficiency, then he's going to fail most of the time, but sometimes (4/20, 20%) he'll luck out and not tip them off, provided his club foot isn't giving him disadvantage on stealth checks to move silently... it probably should be... but if we figured that in, his success rate drops to almost nothing.
If Darkstalker Shadowcloak has been training himself in the arts of stealth for years... then he's probably not a level one character... but that aside, if he IS level one, then he's going to be decently dexy and is apparently a self-proclaimed expert. Let's cut it right back, the bare minimum for edgelording, and call it a 16... then he will succeed more often than not (12/20, 60%). It's a notable margin. It's not an insignificant margin, in fact. It's three times the chance, at level one. It's not 10%, certainly.

The sheer magnitude of skill numbers in older editions were the exact opposite of fun - they meant that, as with all contested arms races, right off the bat, the DCs for things would shoot so high that no-one except super-specialists would have any hope at all of succeeding. It discouraged people from trying anything outside of their very narrow, specific wheelhoues, and it forced players into wedging themselves into said wheelhouses, to the complete exclusion of almost everything else... because if they *Didn't*, then *No-one* would be able to do it at all. Let's NEVER go back to that, thanks.

In an average level party (let's say 9th level; the experts are really starting to seem like genuine experts at a world-class level by this point), that group stealth check goes something like this: The rogue rolls a 3, and has a final check of 16 (presuming no magic items). The clumsy one with 8 dex *Needs* to roll 17 or over (an excellent attempt and a slim chance at best) just in order to do as well as the rogue when she *screws up*. That sounds right to me; where's the problem?

How often has the 8 Int barb come up with super specific arcana knowledge while the wizard is left scratching her head? Well, for my games... Never. Here's why:

- Skill checks are supposed to represent situations where there is a realistic chance of failure or success. IS there a realistic chance of the barbarian with 8 int and a backstory that involves growing up getting hit with rocks might know the lore needed while the wizard doesn't? No? Then the barbarian doesn't roll arcana here. That's how it's meant to work. Players and DMs who regularly request skill checks over ridiculous things where it defies sense for at least one of the outcomes to occur need to take a step back and ask why they're doing a check there, and then not.

- An extra one or two makes a lot of difference, especially with attack rolls, in 5e. My variant human ranger started her adventuring career off with a +9 to her ranged attack rolls... compared to the warlock's +6 and the cleric's +5, it made a positively phenomenal difference over those first 3 levels. She virtually never missed, was happy to shoot with disadvantage, and it was so much of a sure shot thing that it felt completely broken and over-powered for the system. The small numbers are worth a lot; it's a good thing that most people's attack bonus, whatever their method, all generally start within one or two of each other, at least for those character who intend to be using that attack bonus most of the time.

If it 'feels bad' for you, to only be a *Little* better than everyone else at your chosen specialisation at *Level 1*, that's not the fault of the game, or the d20... that problem lies between chair and character sheet. If you are repeatedly and consistently failing checks that you have a high bonus for, and regularly succeeding in checks that you don't think you ought to have been able to succeed at... that's a DM problem, not a problem of the system or the d20 (maybe the d20, if it's the same one and providing such a predictable result - maybe float it and check).




Thank you for giving such a detailed and well thought-out reply to my earlier post. You make a lot of good points, and your math checks out. But I think we're never going to agree on this topic, as we have fundamentally different ideas of what is fun. What you call "the exact opposite of fun", I call exactly fun. You want us to "NEVER go back to that", I wish we'd never left that. I like a game of specialists, even specialists right from level 1. I like a lot more character customization and choices than 5e provides. It's one of many reasons why I stopped DMing 5e and probably never will again, unless it's with a heavy dose of my own house rules.

As I said in my post, I hate the tyranny of the d20. It's just too swingy. There's no probability curve. 5% of the time you're gonna be super lucky. 5% of the time you're gonna be super unlucky. And only 5-10% of the time are you gonna do just average. It just makes luck far too important of a component in how the story plays out. Since any version of D&D is going to use the d20 (it's too iconic not to), I will always prefer any version of D&D that mitigates it's wild randomness more by making the actual die result a smaller component of total success. I don't think the DCs need to escalate to extreme levels. And thematically, narratively, I just like the idea that most challenging tasks will be extremely hard for characters who aren't actually good at that thing, and extremely easy for characters who are. I like the characters to feel more unique from each other.

Thematically, I hate the idea of someone's total capabilities as a person, all of their training, knowledge, and raw ability only contributing 5, or 7, or even 10 toward success, but pure random chance can contribute up to 20. If my surgeon was relying on sheer luck for half of their total success chance of operating on me, I think I'd pass on having any procedures.

I've designed a few of my own RPG systems, and a lot of homebrew versions of D&D as well. The main thing I try to do is reduce the impact of randomness. I prefer it when the most knowledgable wizard is the one who studied hardest, not the luckiest one. 5e doesn't even let you make "the wizard who studied hardest". Every wizard is gonna have the same bonus to Arcana, at any given level. (Give or take +1 if some aren't raising Intelligence as quickly as others.) At 1st level they're all gonna have +5, at 20th level they're all gonna have +11. The d20, that massive 1 to 20 range of possibilities, is still more important than even the sum total of all the learning of an archmage. In 3rd and 4th editions, and many other RPGs, this is not the case. You can have characters who are really good or really bad at things, and that's what's fun for me.

It's not fun for you, that's fine. I understand that. Everyone has their own preferences. More people agree with your idea of fun, I'm sure. As I've said before, 5e is the best edition of D&D ever for the largest number of people. Just not me.

None of this has any applicability to Baldur's Gate 3, of course. (Except, perhaps, as an argument FOR the easier means of getting advantage that Larian has given us, which serves to help mitigate the swingyness of the d20.) But the thread is about Josh Sawyer's tweets, so I'm just explaining why I agree with him that the "d20 + a little bit" game design "feels bad" for some people.

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Originally Posted by Sharp


I think necromancy should be nerfed in order to make spellcasters more balanced.


No.

Necromancy is trash in 99,9% of games with it. Why we can't have a single game with great necromancy?

5e already took OHK spells and powerful undead summons for necros and you wanna even more nerf? Why not just remove the subclass? I mean, Solasta chose to not have that spells and IMO is far less awful than having a class that only exists to cause frustration and anger to the fans of that class

Originally Posted by Rieline
Yo be honest i can understand what Sawyer says but he is a kinda extremist on the balance factor(...)


IDK why balance cultists seems to have arcane casters with passion but they don't care about CoDzilla

Note : For those who doesn't know, CoDzilla referes to a broken powerful Cleric or Druid build which can be better at tanking than barbarians and better at casting than wizards.

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