• The VOIDRUNNER'S CODEX is coming! Explore new worlds, fight oppressive empires, fend off fearsome aliens, and wield deadly psionics with this comprehensive boxed set expansion for 5E and A5E!

D&D (2024) D&D Update: 2024 Rulebooks & Survey Results

This update with WotC's Todd Kenreck, who talks to Chris Perkins and Jeremy Crawford (who have the titles 'Game Design Architect') talks about next year's new version of D&D. A few take-away points: Where something functions differently in 2024 the books will guide you on that. Archfey warlock 'stepped up' in the survey results to 89% satisfaction. Each class gets a full page art piece, each...

This update with WotC's Todd Kenreck, who talks to Chris Perkins and Jeremy Crawford (who have the titles 'Game Design Architect') talks about next year's new version of D&D.

A few take-away points:
  • Where something functions differently in 2024 the books will guide you on that.
  • Archfey warlock 'stepped up' in the survey results to 89% satisfaction.
  • Each class gets a full page art piece, each subclass gets art.
  • Over 80 new monsters in the Monster Manual.
  • The font sizes are changing...
  • There is stuff that won't be seen in Unearthed Arcana.
  • Close to 1,000 pages in total over the three core books.
  • New options change the context of old options.
  • More common magic items, more high level monsters.
  • Fighter brawler didn't make it. World tree barbarian did, with tweaks.
  • 8 classes done, druid, monk, barbarian will appear in UA again.
  • WotC's new office building has setting-themed areas like Ravenloft and Feywild.
  • There are other unannounced books coming out next year.


Here's a transcript, thanks to Dausuul, cleaned up by Morrus.

Todd Kenreck: Hello everyone. Today, we have a bit of a fireside chat with Chris Perkins and Jeremy Crawford and we are talking about a number of topics. Some of that's going to be UA but mainly, we're talking about the 2024 core rulebooks and how they apply to all the D&D books that have come out since 2014 and all the books are going to come out after 2024. So, tell me a little bit about how these books bring everything together and how things are going to be moving forward?

Jeremy Crawford: You can think of these books as the culmination of the last decade where we have all been playing D&D, DMing, talking about the game, creating content for it. And here I'm talking about not only the members of the D&D team but everyone in the entire D&D community have been engaged in this. People giving feedback on Unearthed Arcana, these rulebooks represent that decade of conversation among all of us D&D fans and is our chance to make the foundational books of the game. The three core rulebooks reflect the best state of the game in 2024. Because, as we have developed the game since 2014, we've made a number of interesting design choices, experiments, explored new directions in later books that can now feed into the core books so that they get to be state-of-the-art. Because since they are the oldest books in the line, that means they don't currently get to benefit from some of the things we've learned over the years. The 2024 books are our chance for those foundational books for the whole game to incorporate all of these lessons.

Chris Perkins: Yeah, we want the gateway products for the fifth edition line to be among the best looking, easiest to read, most mechanically robust that we can, so that it's a great first experience for somebody coming into the game.

Jeremy Crawford: And a part of that, creating that experience, we have also endeavored to make it so that these books will work with the products that fed into them. So, you will be able to play a 5th Edition adventure you already own, like Curse of Strahd or Planescape that just came out. Or, you know, the things coming out between now and the core books: all of those, you will be able to use with the 2024 rule books that we have designed to both look backward and forward. We view the game as this living thing now that is continuing and, rather than this being a stop or a pause, this is a renovation. Let's make the foundation of the game even stronger so that we can have another decade, or however long, after that. The key for us is that the new books will not only introduce all sorts of new options, whether it's weapon mastery or bastions or new subclass options or new class features and new equipment, new magic items. on and on and on, new monsters: all of that 'new' is going to coexist seamlessly with the material that is already in the game. In any case, where maybe we have adjusted how something functions, the core rule books will walk right beside you and make it clear how that new functionality interacts with 5th Edition books you already have. So, you're not going to need like a conversion guide or anything like that; you're going to be able to just get these books and keep playing. And you'll even have the option of having mixed character groups. You might have somebody who has made a character using the 2014 version of a class and its subclasses, right next to somebody who's using the 2024 version of that class and subclasses.

Chris Perkins: Or if you're a DM running a game at home, you can pull monsters from the new Monster Manual, Monsters of the Multiverse, or any adventure that we've published, or any stat block that we've released on DDB. And all of that meshes together.

Todd Kenreck: You can have two different players playing warlocks, one from 2014, one from 2024, and they're going to be seamless and work together fine.

Jeremy Crawford: Yes. Now, I think people are going to want to play the 2024 version.

Todd Kenreck: I do too!

Jeremy Crawford: And in fact, I have the Unearthed Arcana feedback that indicates that at least the people who took the survey agree with me. Because my goodness, did that subclass leap up in satisfaction!

Todd Kenreck: Did it step up because of all the misty steps? Sorry.

Jeremy Crawford: Yes. It did step up because of all the misty steps. And now I'm imagining a movie about dancing. We're gonna 'step up' onto the streets. I know we always love talking about scores. The archfey warlock used to be one of the lowest rated warlock subclasses. As of the UA in which it just appeared, it is at 89% satisfaction. Satisfaction scores for a community as large as ours usually don't get any higher than maybe like between 90 and 93% just simply because the D&D audience is so massive. You can almost think as 90% is about as close as you're going to get to 100% satisfaction. So if something has 89% satisfaction, that is essentially a home run. And the warlocks are running around the bases.

Chris Perkins: With their fey patrons.

Jeremy Crawford: That's right, misty stepping around the bases.

Todd Kenreck: And cheating! I was to say, just like 'bloop bloop bloop'.

Jeremy Crawford: Misty stepped from first base right back to home.

Todd Kenreck: It's like playing checkers. No, that is one of my favorite subclasses to be tested so far, for sure. So what's interesting, is we were talking about the evolution. We've had Monsters of the Multiverse and we've had changes from 2014. Ten years later a lot has gone on and there's been some variation but we already talked about this before. It's like 2014 and then this linear growth of 5th Edition. And you all are trying to take 2024, the core rule books, and not be the beginning of something but in the very center of everything. Like the center of the web, the center of the cog that unites all the books that have existed and all the books that will exist in the 5th Edition.

Jeremy Crawford: Exactly, yes, these books are the uniter. They connect to the best options that have existed up until they come out and they set the stage for new options that will come out after they're released.

Todd Kenreck: Was this fun? Was this hard? Like, what was this process like?

Chris Perkins: Both, actually. Yeah, so, it's a fun challenge just from a design point of view but also, cramming in as many new Easter Eggs as we can into the books has been very exciting and rewarding. Seeing the art, you know, stepping up the art in the core rule books so that the core rule books now have some of the most fabulous art that you can find anywhere in fantasy, I think, has been enormously fun to see that.

Todd Kenreck: And covering a lot more like you mentioned: classes are getting art, subclasses are getting art, very indicative of those classes. Like, I've seen some of this art and it just blew my mind of how smartly it was done.

Chris Perkins: Yes, we have more resources at our disposal now than we did back in 2012 when we were putting the core rulebooks together. So we're just pouring a lot of beautiful, beautiful work into these books and turning them into real, real showpieces.

Jeremy Crawford: Yeah, because now you know every class has, opens with a full-page piece of art. Every subclass has an illustration of a character who is a member of that subclass. More spells are illustrated in the Player's Handbook, more magic items are illustrated in the DMG.

Chris Perkins: Yeah, more monsters.

Jeremy Crawford: And the Monster Manual for anyone who hasn't heard us talk about it before has over 80 brand new monsters in it. This is on top of the monsters from 2014.

Todd Kenreck: I mean, it's a really cool opportunity just to see like new layouts. And the font sizes are changing. I know this is a weird thing to be excited about but like...

Jeremy Crawford: You do Todd!

Todd Kenreck: I'm getting old, I have trouble reading! But, there's like a lot of great like quality of life improvements and how these books are now structured. That will be like way, you know like, it's going to be friendlier for those who are new to this hobby as well.

Chris Perkins: Yes, we're doing a bunch of explorations in terms of how information is presented on the page. How we can beautify the pages, making it easier to, make them more beautiful and also making it easier to navigate. So that you can find the information you need, and that is a glorious challenge. And I think people will be delighted, truly delighted by some of the innovations they're going to see.

Jeremy Crawford: And on top of the brand new play experiences they're going to have, people have gotten to see through the Unearthed Arcana process that at least half of the classes are being revolutionized in terms of how they play, thanks to the introduction of weapon mastery. We have the Bastion system that gives a new kind of mini-game that can occur between sessions. And there's a whole lot more that people are going to see, that you know, the stuff that they love will be there, but tuned up. Paired with brand new options and then you're going to be able to, as so many of us love to as D&D players and DMs, tinker with it all and mix it up in ways that are satisfying for your individual campaign.

Todd Kenreck: But we still have some surprises. Not everyone, you're not going to see everything in UA that's coming gup.

Jeremy Crawford: Oh, absolutely not. So we're making sure that every major piece of class design does appear in UA at least once. But there are going to be some spells that people won't see, brand new spells that people won't see until the book is out. There are a bunch of monsters, people won't see until the books are out. There are magic items people won't see until the books are out. Unless, of course, we next year do some previews. I mean, I suspect there will be previews where you will see some of it before but, they will not be a part of the UA process.

Todd Kenreck: I mean, it's interesting because we're not used to getting such a substantial update and having an edition last 10 years. But you know, the idea is like the Planescape campaign guide is the 5th Edition Planescape campaign guide, definitively. Like this is the thing, you know, Curse of Strahd. This is Curse of Strahd for 5th Edition. For the 2024 core rule books, you're not getting a different version of this adventure later that needs to be revamped. Pardon my pun. It's there; it's done, and we have revamped it. But like that's what's exciting is like Bigby's; you can pick up Bigby's now, the Deck of Many Things; you can grab Planescape and it's all going to be connected to the core rulebooks.

Jeremy Crawford: Absolutely! Because we developed a book like Bigby's while we were working on the new core books. Now the new core books are going to have like new ways of presenting certain kinds of information, enhancements to the stat block format, that sort of thing. But none of those changes make the thing that you already have stop working. You will still be able to use one of those fabulous giant stat blocks in Bigby Presents with your 2024 core rulebooks. And, I say that because there could be, especially the closer we get to release, and when people see parts of the books, an inclination to see that something is different and then ponder: does that mean it doesn't work anymore? The answer is no. It will keep working. The things will keep working together, because we have been very careful throughout this edition to kind of segment things off in terms of the design - it is possible for us to change something over here without creating a shock wave over there. We've made it so that we can make enhancements, also to presentation, that do not undermine how the system functions.

Chris Perkins: And if you've been following us on our journey through 5th Edition, you've seen us do this kind of thing before. Like, you know, the monsters in Monsters of the Multiverse - the stat blocks are formatted slightly differently than some of the earlier monster stat blocks that we presented. But they work perfectly together. This is a continuation of that.

Jeremy Crawford: And in Tasha's, another example where we presented new optional class features. And in the years since that book came out, people have seen you can have a warlock who doesn't use the Tasha's features playing next to a warlock who does and they can coexist. With the 2024 rule books, it's going to be the exact same kind of thing where, sure, your characters might have a few different abilities, but you can still play together.

Todd Kenreck: Has there been like any delightful surprises - like I know the bastion system, I'm fairly well obsessed with. But like in this process, like something that came up or some new idea? I know weapon mastery comes up a lot because that is kind of a game-changer in a huge way, especially if you're a melee class fighter. But is there anything that was a delight? Bastions, I'm obsessed with them - because that inevitably, especially in Ravenloft, because I love to introduce a bastion-like thing, or like a home base. Because nothing's better for horror than like a house that can be haunted. Like, give someone a financial stake in a house, and then haunt it or have a vampire invade it, and see where that breaking point is. Have we gone too far? Or have we sold the property? But like, is there - what excites you the most?

Jeremy Crawford: Oh gosh, it's hard because, combined, the three new books - which are the biggest versions of the Player's Handbook, Dungeon Master's Guide, and Monster Manual the game has ever had - will be close to a thousand pages. There is a lot in there that we have been carefully tending and working on. So, yeah if we pause, it's like, 'Oh my God, I love so much of it!' But really, if I had to choose, I'm most excited about how some of the brand new options, when paired with things that are already in the game, will not only feel new on their own because they're brand new, but are also going to make old things feel new. Because, as soon as you pair some of these new options with an old thing, the whole context changes. That's true with weapon mastery; that's true of some of the new feats that are going to be in the Player's Handbook. That's true of some of the new spells, magic items, monsters and other game options that are present. You'll have this sometimes - this one element that will get added in and, even though everything around it's like, 'Oh yeah, I recognise that from 2014', but it will all feel different because of the introduction of that new thing that shifts the whole context. And there's something like that in just about every part of the game. Whether it's the changing encounter building rules or the way we're organizing treasure - that is different and how that will be noted in the new Monster Manual. There are all sorts of these little beautiful grace notes in every part of the game that bring new options, change your perspective on how that piece of the game works, gives you a new option, gives you new inspiration for making your own content and so on.

Chris Perkins: Yeah, I can't agree more. And I would add that, for me, one of the most exciting things is the chance to go back and just drop in a few new little surprises for people, and also just pay off on, now that we've got 10 years of playing the game and analyzing and hearing from folks, we know what some of the pain points are in the books and we can address them. Things like, well there aren't very many common magic items in the magic items chapter of the DMG so we'll put a few more in, uh, you know, that kind of thing. And then sprinkle in a few little surprises like, oh, uh, here's a new item that not only fills kind of like a hole or a niche, but actually kind of taps into something else in the D&D multiverse that we haven't touched on really yet. That opens up possibilities for products and stories in the future.

Todd Kenreck: Could you have had any idea that this would be going on this long for 5th Edition? It just grabbed people immediately. Like I remember everyone telling me about 5th Edition and saying, 'You've really got to try it. You have to jump in.' And I was immediately enchanted. It started with interviewing you all, and then I bought all the books. 'I'm like oh, this is so, this is so fantastic.' That's got to be gratifying, right? Or humbling? I don't know which.

Chris Perkins: Both, both, yes. It's gratifying that people care enough and enjoy the game enough to want to see where it goes next, and to be part of that creative process, that's enormously gratifying. It's a wonderful honor to get information from the community that helps us make the experience better for everyone. Like when we hear, 'Oh, you could do more in the game to support high level play with more high level monsters in the Monster Manual,' we can address that, and then cackle with delight as we come up with CR 20 threats to sneak into this book.

Todd Kenreck: Be careful what you wish for. You've been kind of on tour this year, you've been going to a lot of conventions. What's that experience like when you get to meet fans? 'Cuz sometimes I even forget, like we're all so busy, and you're busier than me, but like when you go to a con, you get to have this human-to-human interaction, and you see what these books and these games mean to people. What have some of these takeaways been?

Jeremy Crawford: One of my favorite things about going to Gen Con this year is we had our panel where we talked about some of the things we're most excited about in the three new core rulebooks. I loved that after that panel, the number of people over the rest of Gen Con, who would come up to me and say, 'I wasn't sure about the 2024 rulebooks until I listened to that panel, and now I can't wait to get them.' And I think we can certainly convey that excitement and convey information in conversations like this, but there's a special magic, seeing those faces, face to face,

Chris Perkins: It's a totally different experience than say reading survey data on UAS, which is completely dissociated from the human connection. In the wake of the pandemic, it's kind of shocking to me. It's like, 'Oh yeah, this is nice.' It's nice to be back out at these places and talking to folks in the flesh and hearing what they have to say about their characters, about their campaigns, about their fears and concerns, and about their joy at being able to play with their friends and see this game sort of carry on its legacy.

Todd Kenreck: So, UA's has been going on, we've got some survey results. You mentioned that feywild warlock did quite well, which shocker. I like a good teleporter! Well, did we get any feedback from the bastions system already?

Jeremy Crawford: Not yet. The data that we have right now is for the UAs right before that, and the overall scores were fantastic. Great old one warlock - 87%, the abjurer in the wizard - 78%, the diviner - 81%... like, you go through, and the satisfaction levels--and, again, for anyone joining us for the first time in a talk about scores, we're always looking for a score that is 70% or higher, that is our goal and right now I'm looking at the scores for everything that was in that UA and it looks like every single thing scored 70% or higher except for the brawler in the fighter, and also a few features within the barbarian. And so, because of that...

Todd Kenreck: My world tree barbarian is safe though?

Jeremy Crawford: The world tree barbarian is safe. So part of, sometimes, the pain of this process is the brawler didn't make it. We might revisit the brawler because we've talked before about sometimes it's just not the time for something and we can put the idea on a shelf and we can come back to it. What we found is the brawler's niche for people just wasn't clear enough. There was a sort of a lot of conceptual static for people between it and the monk and the barbarian. And so we're going to go in a different direction for that subclass slot in the fighter, but the path of the world tree barbarian made it, and but does have some things that need tweaks. So, people are going to see the base barbarian along with that subclass come back out in Unearthed Arcana, along with the monk and the druid. So right now, in a game that has 12 classes, 9 of them or rather a core book that has 12, we never forget the artificer, uh, 8 of them now are moving forward in our internal game dev with just the druid, monk, and barbarian needing another visit to Unearthed Arcana.

Chris Perkins: And I know Jeremy has said this a hundred times but the UA process, the way it's built, is everything that you've seen in UA is trial balloons. And so when the Player's Handbook comes out again in 2024, that will be a really exciting opportunity for many people as it's their first chance to experience these elements in their final form. You know, we're going to be making little tiny tweaks right up until the time the books are no longer in our hands.

Todd Kenreck: Aside from the profound questions like, 'Why do we keep creating D&D? Why do we love it?' we also have some fun news. We have a new building! It's nice, and the studio space isn't next to a microwave, so you're welcome. It's hilarious that we started out making these videos seven years ago with just a door slamming next to us. Back then, I was taping fabric to the walls as a backdrop. Now, we actually have a studio setting. Not with all the bells and whistles yet, but we do have a new building, There's a Ravenloft section which is amazing. Although, I'm a bit sad that we're not stationed in that section.

Jeremy Crawford: Most of the time when I'm in the building, I work in the Ravenloft.

Todd Kenreck: We have different sections that have themes in the building, and now you know where Jeremy is lurking. It's a Jeremy-shaped coffin with a light and a laptop desk.

Chris Perkins: Whereas I've been in the Feywild all day.

Todd Kenreck: Yes, I am also stationed in the Feywild. Any parting notes? I want to conduct these kind of fireside chats where we just casually talk about what's on our minds. As we're wrapping up the year, it's been a big year.

Jeremy Crawford: We have more Unearthed Arcana coming before the end of the year, including the classes I mentioned, along with some other goodies that we'll include with those classes. In addition to that, we have PAX Unplugged--Chris and I will be both be there to talk to people in person about D&D in general, as well as specifically the 2024 core rule books along with the game's 50th anniversary. And, we will also be having the Acquisitions Incorporated episode, which is the epilogue to the video series that we shot, that is currently airing. So, I also recommend people go watch that series.

Todd Kenreck: It's a really good series.

Jeremy Crawford: Thank you.

Todd Kenreck: It's been really... We also had a movie and we had 'Baldur's Gate 3'. So it's, uh, it's amazing to see so many new players like get interested in Dungeons and Dragons this year. So it's been fun.

Chris Perkins: And there are other products surrounding the core rule books that we can't talk about yet, but we'll be excited to next year.

Jeremy Crawford: That's right, because we have other books coming out next year, just as a part of it. It's still a regular year of D&D, but also those books all are connected in some way to it being the 50th anniversary. So we will be celebrating the 50th anniversary pretty much all of next year and also into the year after that. Because as you often like to point out the anniversary actually starts later in the year.

Todd Kenreck: Yeah, it's going to be a very big year. We're not going to be busy at all. Thank you, everyone, for watching. Thank you to Jeremy and Chris for taking time out of their clearly not busy days to do a 30-minute video. Thank you so much.
 

log in or register to remove this ad

Chaosmancer

Legend
Because tye plural of anecdote is not data. It is not that I don't believe the individual instances, but a few randomsample cases can't be overgeneralized.

Sure, but data is also made of anecdotes. And unless you are doing a peer-reviewed, scientific study, where a single percentage point difference is make or break to your conclusions... then the preponderance of anecdotes can still be a good indication that SOMETHING is happening.

I would not say it is an exaggeration to state that the majority of the time I've seen people speaking about the old ways of character creation, more than half of them claim to have altered the pure results in one way or another. From rolling ten characters at once, then picking the strongest, to flat out just re-rolling bad stats. It is significantly more rare for people to claim the opposite.

And, it is also incredibly common for people to treat "3d6, straight down" much the same way people treat "nuzlocke challenge" games. The entire point is that it is going to be a non-standard experience, and much much harder.
 

log in or register to remove this ad

Chaosmancer

Legend
Having caught up to more of the conversation, there is a point I'm seeing that is itching at my brain.

People keep declaring the standard array is "too high" or "too powerful". Which is weird to me. Because, what this comes down to, is DCs.

The only thing that generally matters for ability scores is the d20 roll. HP is the only outlier, and that is definitely felt by the importance of Constitution. Now, a standard array 1st thru 4th level character is going to have a +5 to their rolls. And there are some interesting numbers we can play around with here.

PG 121 of the DMG tells us that at levels 1 thru 4, a trap that is a "setback" would have a DC of 10-11, a dangerous trap should have a DC of 12-15, and a deadly trap is 16 - 20.

PG 274 of the DMG says that monster save DCs and AC for this level of play should also fall between 13 and 15, and can actually go a bit higher is they are less offensive or defensive, since you average the scores.

PG 174 of the PHB also tells us that Skill DCs are 10 for easy, 15 for medium, and 20 for hard.

Okay, why am I throwing all of these numbers out? Well, because with a known +5 we know what the expected percentages are from these numbers. And they are a bit interesting to stop and consider.

Traps:
Setback -> 75% - 80% chance of success
Dangerous -> 55% - 70% chance of success
Deadly -> 30% - 45% chance of success

DC's/AC -->55% - 65% chance of success

Skills:
Easy --> 80%
Medium --> 55%
Hard --> 30%

Now, there is one more thing we have to consider. A truism if you will. "Don't roll the dice, unless the outcome is in question"

Is a setback trap that the party is likely to avoid even worth putting in? Do we even bother, generally, rolling against a DC 10? Not often in my experience. Which means that we are looking at, generally, between a 55% and 65% chance of success. But ONLY when it matters. Only when it is important. You don't call a check for waving down the waitress, because the outcome doesn't matter.

And if someone said to you "Lives are on the line, this is vital to our success... you have a sixty percent chance of succeeding" would you feel good about those odds? I wouldn't. In my personal life, when things matter, I want to be at 80 or 90%. The thing is, 60% is nail-biting. It isn't a boring "well, I know I'm going to succeed" it is "oh boy, this is basically just a coin flip." And it only comes up on the actions that matter, the big ones, the actions that are driving the plot.

And this is with a character at their BEST.

I've played a variety of different arrays, and I've played a variety of solo and team versions of DnD. And, consistently, with the characters who had lower arrays, when I've been tasked with rolling the die? Having a +1 on a DC 15 is a 35% chance of success. That is a 65% chance of failure. I want to do everything possible to avoid that roll, because I'm essentially twice as likely to FAIL. And yes, I'm sure someone will accuse me of badwrongfun because the game isn't worth playing if you never fail. But you are missing the point when you say that. Because if we flip the numbers.... I'm still looking at a 1 in 3 chance of failure. That isn't "never failing". That's not the point. The point is, I want to succeed more than I fail.

Because it is a game. It is meant to be fun. And games where you fail twice as often as you succeed, are not fun. They are a grind. They are just an endless, futile struggle to achieve anything meaningful. So, I don't want that. I want to succeed more than I fail, because that's part of the fantasy. Succeeding and being successful, enacting change in the world. Being more than a nameless, faceless statistic.
 

Remathilis

Legend
I bolded that bit in your post deliberately to talk about it in isolation from the rest though. who at the table is responsible for deciding what method of attribute generation is suitable for a given campaign? Obviously the person who is going to be running that campaign.

See, that's where I think the problem lies. On matters like this, all players should have some input into this discussion. The DM is important, but not almighty. Then again, I play with friends and not strangers like in an AL situation. We discuss things like house rules and settings and even APs among the group beforehand. There are some occasional areas where the DM has pulled rank (one DM in our group is enforcing Krynn's traditional races when we run Dragonlance) but overall the way we play is democratic rather than authoritarian.

Which is probably why I (and a lot of others on this board) don't see the systemic problems you espouse. Because we play with friends and talk this crap over before it becomes an issue. My players aren't antagonists, I run for them because I like to and I am thankful they come and play. In return they are thankful I prep an evening of fun for them. I just don't see the evil, malevolent players beating up on the poor defenseless DM. (In fact, I saw the opposite for many years in a manipulative and emotionally manipulative DM, but that's a tale for another time).
 

Parmandur

Book-Friend
See, that's where I think the problem lies. On matters like this, all players should have some input into this discussion. The DM is important, but not almighty. Then again, I play with friends and not strangers like in an AL situation. We discuss things like house rules and settings and even APs among the group beforehand. There are some occasional areas where the DM has pulled rank (one DM in our group is enforcing Krynn's traditional races when we run Dragonlance) but overall the way we play is democratic rather than authoritarian.

Which is probably why I (and a lot of others on this board) don't see the systemic problems you espouse. Because we play with friends and talk this crap over before it becomes an issue. My players aren't antagonists, I run for them because I like to and I am thankful they come and play. In return they are thankful I prep an evening of fun for them. I just don't see the evil, malevolent players beating up on the poor defenseless DM. (In fact, I saw the opposite for many years in a manipulative and emotionally manipulative DM, but that's a tale for another time).
Indeed, and I think the prese ce of three neutral options plays into that normal dynamic.
 

Iosue

Legend
It depends on the rule and how it's presented. In this case 5e presents a 'standard" value with an almost mandatory optional point buy with a single pool plus a footnote* that the GM might not allow the option or might have something else in mind.

* I'm not near the book and don't have the ability to double check exact wording but think that's close enough.
Just to clarify, 4d6-drop lowest is given first in the "Determine Ability Scores" section, and then the 15-14-13-12-10-8 array is given for "if you want to save time or don't like the idea of randomly determining ability scores." At the end of the section, after the example of "Bob" creating "Bruenor" using the array, there is a section called "Variant: Customizing Ability Scores". The first line is "At your Dungeon Master's option, you can use this variant for determining your ability scores." There is no footnote.

Not trying to play gotcha, or argue one way or the other. Just providing information since the book was at hand. (The wonders of working at home! Now back to my copyediting job...)
 
Last edited:

doctorbadwolf

Heretic of The Seventh Circle
I'd suggest you watch a lot more then because Jackie Chan's trademark is improvised weapons. The brawler subclass's trademark is improvised weapons. But sure, whatever.

Except that it can be dismissed as a bad choice. Clearly it's causing confusion.
Okay? How does that dispute the statements in the video? Like I disagree, but it doesn’t matter, because the conversation is about the video, which your pithy non-argument doesn’t counter in any way.
Yep. Watch almost any Jackie Chan movie and you'll see him do exactly that about a thousand times.
Show in the quoted text where I said he doesn’t.
Martial arts is more than kung fu.
Show in the quoted text where I said otherwise.
There are non-Asian martial arts. Monks are not the only martial arts masters in D&D.
This is literally my point upthread in reply to another poster, but sure, I’m definitely unaware of this somehow. 🙄
And they're not even the only ones who can fight unarmed.
Irrelevant to anything I said.
Jackie Chan movies are a whole lot more than the Drunken Master archetype.
Please actually read what I write before replying to it. This is embarrassing. Giving an example doesn’t indicate that the example is an exhaustive list. 🤷‍♂️
Watch basically anything else by him and you'll see him using improvised weapons in all kinds of bizarre and absurd situations to beat rooms full of opponents. It's literally his trademark style.
Show in the quoted post where I said otherwise.
Yes. What Jackie Chan does in most of his films is a different archetype than the Drunken Master. Well spotted. Trouble is, it's all the rest of his films you should look at. The ones where improvised weapons are his bread and butter.
You gotta be kidding me with this.
Try this clip as one example from his ~150 films that aren't Drunken Master.

This kind of misguided condescension is pretty hilarious, in the end.

Your entir post reads like a parody of a reply to the post I actually typed up and posted.
 

Dalamar

Adventurer
Yes the elite array is close to standard probability, but it does so in a way that is100% on the best for the PC side in every way that matters in actual play while avoiding any meaningfully painful yet similarly probable values that would matter in play outside of razor thin die roll:dc results.


When there was a -2 that everyone had to eat it brought that 4d6 drop1 still reflect both by forcing a choice between skewing one of the highs towards fairly average or sinking the low to a point where it matters... 5e does not have that counterbalance to the positive skew provided by 4d6drop1 so it's just claiming average while firmly standing in the realm of "lies damn lies & statistics".
How is getting the statistically likely result advantaging the PC? I don't see how this argument makes any sense unless your problem is actually with 4d6drop1 instead of the array itself.
 

doctorbadwolf

Heretic of The Seventh Circle
I was replying to you not the video. I specifically said they could have made Jackie Chan--someone who combines improvised weapons AND unarmed strikes, but didn't. they made someone who is way, way better off always breaking a beer bottle over someone's head than swinging a fist, but then tried to add fist swinging.
It would be silly to not give the subclass unarmed strike benefits. That’s it. That’s the whole equation.

And again, Jackie Chan is a graceful master of his own body and the environment, who is using acrobatics nearly as much as objects to wreck faces. Like, he isn’t fighting like a D&D strength based fighter, he is fighting like a D&D Monk, or maybe a Dex fighter, but the Dex fighter still won’t quite get there, because it has no benefits to movement, but a Dex fighter/rogue might do it, I guess.

The Brawler would need to have the ability to use objects and environmental features to make themself harder to hit, as well, to be fighting like Jackie Chan, but instead they still need to wear medium or heavy armor to survive combat.

Also, they do normal weapon damage when punching, which is perfectly reasonable, and allows them to…fight like a brawler.

They didn’t make it clear enough what the intended gameplay of the subclass is, and people provided negative feedback because of that. That’s it. 🤷‍♂️
 

Dalamar

Adventurer
To determine the costs, determine the statistical chance of rolling a score, when using the 4d6-Lowest method. Here, there is a 1.000 (namely a 100%) chance that the score will be at least 3. Thus a 3 is least valuable. However, a score that is at least a 17 is much rarer and much more valuable, at a 0.0579 (namely a 5.79%) chance.

Then the inverse of the chance is the proportional cost. For example, to improve a score of 16 to 17 costs about 17 points: 17.27 = 1 / 0.0579.

Here the default score is 10. The 10 is given for free. The scores higher cost incrementally more upwards from 10.


SCOREChance of at least
(x)
Inverse
(1/x)
Rounded cost for
each improvement
POINT COST
18.016261.736299
17.057917.271737
16.13047.669820
15.23154.320412
14.35492.81838
13.48772.05025
12.61651.62223
11.73071.36911
10.82481.2121DEFAULT
9.89511.1171−1
8.94291.0611−2
7.97221.0291−3
6.98841.0121−4
5.99611.0041−5
4.99921.0011−6
31.0001.0001−7

As the table demonstrates, a natural 18 is very rare and very valuable. It costs far more than the point buy method can ever afford. When the dice roll method actually rolls an 18, it by itself is worth far more than the entire standard array.
Since point buy is used for all six ability scores at the same time, you should probably factor that in for the costs you calculated. For example, the chance of getting at least one 18 with six rolls of 4d6-drop-1 (if my math is correct) is 9,335%, which is significantly higher than the 1,62% when rolling just once.
 

mamba

Legend
Rolling is also fair as long as everyone uses the same method. I believe you mean equitable, which is different from fair. :)
it might have been the better word. I did not say it is the only method that has any of the three traits however, but it is the only one that has all three
 

Remove ads

Remove ads

Top