Showing posts with label Ability Scores. Show all posts
Showing posts with label Ability Scores. Show all posts

Sunday, December 4, 2016

Which method is the best? (5e x 5)

I wanted to spend one post looking at different attribute score generating methods. I'll roll three sets of numbers for this analysis to be used in the first four methods. I'm doing so in order to evaluate the current text in the 5e x 5 for generating stats. Because of this evaluation, we may include some of these into the next revision.

1. Random - leave it to chance

01, 74, 92, 95, 07, 70
26, 96, 31, 13, 80, 54
92, 87, 96, 32, 20, 32
These numbers are all over the place. Some extremely low, and some very high. It's entirely random.

2. Random, drop the lowest

01, 74, 92, 95, 07, 70, 26
26, 96, 31, 13, 80, 54, 40
92, 87, 96, 32, 20, 32, 43

This does help remove the lowest of the rolls. It doesn't really help when rolls are extremely low several times in a row.

3. X#  sets, pick the best

01, 74, 92, 95, 07, 70
26, 96, 31, 13, 80, 54
92, 87, 96, 32, 20, 32

Out of the first set in #1 I could pick which of the sets that I like the best. This method would leave random probability, but give a character a choice of picking the luckiest batch of numbers.

4. Random with minimum threshold, re-roll numbers that are under X. I'll re-roll numbers 10 and lower.


01, 74, 92, 95, 07, 70, 26
26, 96, 31, 13, 80, 54
92, 87, 96, 32, 20, 32

5. Standard Arrays

75, 70, 60, 55, 50, 50
3.5 standard array 75, 70, 65, 60, 50, 40

This method eliminates any chance. Rather the attribute stats would entirely be by choice. It does remove very low scores, but also eliminates scores above 75. The number of combinations that these numbers can be arranged is where the variety come into play.

6. Ability score cost method

Table: Ability Score Costs
Score Points
35 –4
40 –2
45 –1
50 0
55   1
60   2
65 3
70 5
75 7
80 10
85 13
90 17

Table: Ability Score Points
Campaign Type Points
Low Fantasy 10
Standard Fantasy 15
High Fantasy 20
Epic Fantasy 25

Low fantasy 70, 65, 60, 55, 50, 45
Standard fantasy 75, 65, 65, 60, 50, 50
High fantasy  75, 70, 65, 60, 60, 55
Epic fantasy 80, 75, 70, 65, 50, 50

This method is all about economy of cost. The player becomes a purchaser, and is buying scores with a limited amount of points. They can also sacrifice scores to raise up other scores much higher than normal. This method is preferred for minimax where certain stats become dump stats.

Conclusion
There are probably more methods than this, but these seem to be used the most often.

I like the random as a method of forcing the player to adjust their play style to whatever outcome they are dealt. It seems great for flexible players.

Standard array seems like the best method to be used for quick character creation.

The cost method seems to be the slowest, yet entirely gives a great deal of power to the player. It also seems like the method easiest for players to abuse.

What are your thoughts about stat generation?





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Thursday, October 27, 2016

3.5e vs 5e Monster Creation & Modification: Hit Die and Ability scores

5e SRD Series
D & D 5th Edition and a 5e x 5 SRD Project
The difficulty with 5e escalating HP and Damage.
5e- the fluidity of magic
3.5 vs 5.0 d20 - Large Spider comparison
Orc comparison: 5e x 5 to other d100 games.
3.5e vs 5e Monster Creation & Modification: Hit Die and Ability scores

In this post I want to look at the differences in monster creation from the 3.5 systems and the 5e system. This first post I'll look at the Hit Die and the basic ability scores. I also want to make a progression based on the 3.5 creature ability arrays.

1. Hit Points and Hit Die

3.5 Hit Die

In 3.5, Hit Die are based on primarily the creature type. Creature types function as the player character classes in that they determine the base die and the level progression of #of Hit Dice.
TypeHit Die
Aberrationd8
Animald8
Constructd10
Dragond12
Elementald8
Feyd6
Giantd8
Humanoidd8
Magical beastd10
Monstrous humanoidd8
Oozed10
Outsiderd8
Plantd8
Undeadd12
Vermind8

5e Hit Die

5e differs in that Hit dice are based on the size of the creature.
Monster SizeHit DieAverage HP
per Die
Tinyd4
Smalld6
Mediumd8
Larged10
Huged12
Gargantuand2010½

3.5 Consistency v 5e Inconsistency

In a way, this creates an inconsistency between size and class based hit points in 5e.

On one hand, player Hit Dice are determined by the player's class. On the other hand, monster Hit Dice are based on size, which is primarily based on the creature type or the race.

I believe that this inconsistency is mainly to help maintain class balance. If player HP were based on a race based size, then a wizard could just pick the largest player race. That would create a very hard to kill wizard. Whereas, it would discourage picking small races such as the halfling or gnome because they would die much easier. Race does have a minimum influence on hit points due to the Constitution racial ability bonus that some classes have. A +1 or +2 CON bonus may improve the hit point modifier by one.

Maintaining class based HP on the other hand ties the hit points to the function that they will be doing in the game.

2. Base Ability Scores

The 3.5 has mentioned three base scores depending on the how powerful the creature will be.
Standard (average) average 10
Non-Elite 13, 12, 11, 10, 9, 8
Elite 15, 14, 13, 12, 9, 8

My Attribute Score Progression for 5e

Based on these three pools of stats, I created this progression chart showing a 5e stat increase based on raising two stats by 1 every 4 levels.

PrimarySecondaryTertiary
Standard1010101098
1111101098
1211111098
Non-Elite1312111098
1413111098
1413121198
15131211108
Elite15141311108
16151311108
17151411108
18151412108
19161412108
20171412108