Monday, February 18, 2019

5e: Ability Stats & Modifiers

Appears the version of the 5th Edition Player's Handbook I was referencing on line is no longer a thing.  Ah, well, it had an .ru address.  No worries, here's another version.  I suggest for those who wish to ensure being able to keep reading these posts that you rip a copy from the sight.  I did from the Russian site in December, so I have a copy.

Let's get past choosing a class and race and look at the generation of abilities.  We're told,
"You generate your character's six ability scores randomly. Roll four 6-sided dice and record the total of the highest three dice on a piece of scratch paper. Do this five more times, so that you have six numbers. If you want to save time or don’t like the idea of randomly determining ability scores, you can use the following scores instead: 15, 14, 13, 12, 10, 8.
"Now take your six numbers and write each number beside one of your character’s six abilities to assign scores to Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma. Afterward, make any changes to your ability scores as a result of your race choice.
"After assigning your ability scores, determine your ability modifiers using the Ability Scores and Modifiers table. To determine an ability modifier without consulting the table, subtract 10 from the ability score and then divide the result by 2 (round down). Write the modifier next to each of your scores."

Most of this is exactly what I have done for almost 40 years now; it is the method that was explained to me the first night I played, when I rolled dice to make a fighter.  But 5th Edition doesn't remotely leave it there ... they shove this universal system for determining modifiers on us that screams 3rd Edition.  Beyond this starting roll of four dice, I can't see ANY of the supposed "traditional" game.  Frankly, from what I've been reading so far, I'm convinced the company believes that no one alive can possibly have memories reaching back to the 1970s, so it's safe to call the crap spewed out by the company in the mid-nineties as "traditional" and "old school."

Back on page 7, in talking about the d20, we were told, "The abilities ... typically range from 3 to 18 for most adventurers," and that "Monsters may have scores as low as 1 or as high as 30."  Why this isn't under the abilities heading, I can't guess.  On page 13 we are duly given a table that describes all the modifiers for each ability score, thus preventing the players from actually having to do math, as was proposed in the paragraph above.  Thank the stars, they made it possible for the mathites to get their kicks and to save 9 y.o.'s the need to think.

Of course, we don't describe the abilities and their use in the game here.  Those have been bounced to chapter 7.  We're also told that skills and tools can be found in the mysterious chapter 7.  Earlier (also on p.7) we were told that advantage and disadvantage were presented in Chapter 7.  I'm sorry, I just can't wait any more.  I've got to go there and see what all the fuss is about.

Chapter 7 consists of six and a half glorious pages beginning on p.173.  Here is what it has to say directly about Ability Scores and Modifiers:
"Each of a creature’s abilities has a score, a number that defines the magnitude of that ability. An ability score is not just a measure of innate capabilities, but also encompasses a creature’s training and competence in activities related to that ability.
"A score of 10 or 11 is the normal human average, but adventurers and many monsters are a cut above average in most abilities. A score of 18 is the highest that a person usually reaches. Adventurers can have scores as high as 20, and monsters and divine beings can have scores as high as 30.
"Each ability also has a modifier, derived from the score and ranging from 5 (for an ability score of 1) to +10 (for a score of 30). The Ability Scores and Modifiers table notes the ability modifiers for the range of possible ability scores, from 1 to 30.
"To determine an ability modifier without consulting the table, subtract 10 from the ability score and then divide the total by 2 (round down).
"Because ability modifiers affect almost every attack roll, ability check, and saving throw, ability modifiers come up in play more often than their associated scores."

Yep.  Not only are we again treated to the math explanation, but we also find on p.173 a duplicate table to the one on p.13.  Just in case.  We get no explanations for why 30 replaces 25 as the upper end of ability scores (presumedly so the system can end with a +10 modifier) or precisely why the modifier is designed this way.  I point you to this discussion of why this sort of design creates problems.

In fact, we don't learn anything at all.  We're merely told stuff we already know, and specifically not told things that were a mystery before and are now still a mystery.  The Actual information we need is further up the page, and NOT located under "Ability Scores and Modifiers."  So someone flipping through the book looking for explanations is liable not to see it:
"The three main rolls of the game—the ability check, the saving throw, and the attack roll—rely on the six ability scores. The book’s introduction describes the basic rule behind these rolls: roll a d20, add an ability modifier derived from one of the six ability scores, and compare the total to a target number."

Why was this paragraph not included on page 13?  Wouldn't it have made sense to immediately explain the purpose of these modifiers at the moment the modifiers were introduced, or at least underneath the actual headings in the book that purportedly existed to explain the modifiers?  And hell, this was only 53 words.  We would have had plenty of space for them if we had gotten rid of all the useless filler clogging up p.12.

This is part of the reason why new players must be frustrated as they make an attempt to teach themselves how to play.  Not because the language is difficult or because the concepts are absurd (they only seem that way to old grognards like me, who have known better concepts), but because this book appears to have been organized by a pride of cats fleeing a vacuum cleaner.  No one takes the time to pedantically explain one concept from beginning to end without needing to resort to poetry, the concepts themselves are scattered throughout the book and actual content is repeated (!) so that you're not sure if something is written at the beginning or end of the book.  We have derailing crap like Bruenor thrown in to distract the reader from the key points and every section has yet one more pointless game-aggrandizing paragraph thrown in for good measure.  The book constantly assumes you know what it's talking about, so it throws around references like a prude wagging her finger at a porn convention, but nothing is actually defined.

For example, we're told about the dwarves, "... what they lack in humor, sophistication and manners, they make up for in valor."  How?  In what way? And in what way different from another race in the game?  Are there bonuses for this valor?  Or is this just a meaningless, throwaway phrase intended to make me like dwarves without an actual reason?  We're told about the halflings that they are, "... people of simple pleasures ... they care for each other and tend their gardens ..."  That's it?  How does that help me establish my halfling character?  There isn't a lot of gardening in this game, you know.  What other simple pleasures?  Again, are there meaningful features attached to the race that will enable me to be, you know, interesting?  I can't go around every adventure moaning about how I'd rather be home tending my garden.  We're told about the humans, "All that haste ... human endeavors seem so futile sometimes."  What do you mean?  Do you mean endeavors like "valor" and "gardening"? - the only actual reason why these things appear at all on your list, because you're a human ascribing singular human virtues to non-human creatures from a conspicuously HUGE number of possible human endeavors?  What in the fuck are you talking about, and what fucking drugs have you taken?

We're told about the elves, "Elves don't need sleep.  Instead, they meditate deeply, remaining semi-conscious, for four hours a day."  Are there rules for this?  No.  Is there any explanation about the elf's awareness in this state?  The time it takes to come out of this meditation?  No.  We're told it's possible to dream, "after a fashion."   Is there any definition given for the effects on awareness around the elf if you're dreaming or not dreaming?  No.  Is this trance ever mentioned again, throughout the entire book?

No.

So, basically, you have created a bullshit situation that every DM everywhere has to deal with at some point with their players, without any backup from the book, so that each DM is forced to rule upon the condition and effect of the trance in some way that personally applies specifically to that game and no other ... so that if a player used to playing elves ever plays with another DM, the rules are always going to be different, from game to game, from tournament to tournament, forever, for absolutely no reason whatsoever.

Why is it here???

Seriously, it is like the people in charge of writing the handbook thought they were writing some sort of poetry book, or perhaps an equivalent to A Teenage Guide to Popularity, the sort of nonsensical but extremely cheesy fluff that appears in Airport kiosks, to be bought by grandmothers on their way across the country, and the backpacks of nine-year-old girls who are young enough not to realize yet that every piece of advice has already been exploded by anyone who's reached the age of 13.  Where nothing is actually expected to be accountable, so it doesn't matter what sort of shit the writer (or writers) make up about popularity ... the goal here is to dupe kids, NOT create something that might be a viable handbook for surviving high school in the next decade.

That's what I think we have here.  This is not a RULE-book.  It's a book.  It has words in it.  Some of it is fun and inspiring, and might eventually find some relevance to a gaming campaign ... but most of it is forgettable nonsense, firmly kicking the ball of what the hell do we do next in the campaign into the independent DM's hands.  There's no wonder that a DM is going to fiat his way through every decision, every die roll, every bit of non-detail drivel the book provides.  What the hell else is the DM going to do?  Look for guidance from the rules???

Okay.  Breathe Alexis.  Just breathe.

We'll do another of these when I'm ready.

6 comments:

  1. These are highly entertaining.

    You make an unassailable case for the complete failure of the 5e PHB from a design perspective.

    And in so doing, you're also laying out a checklist for anyone writing an RPG book. Good stuff.

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  2. I might pay for an art book, because I like paper and art. But it's not an art book. Someone along the way said, "we need all these pictures in the book, so write enough fluff to make it look right. More pages gives us legitimacy." Will someone make an SRD without the bullcrap? I don't need it, but bagging on the Company is fun.

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  3. Lapping these up as they go, getting a rise every time. Quality of rules is debatable, of presentation much less so.

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  4. Every 5E halfling player should absolutely spend most of their time LOUDLY bemoaning how they’d rather be home gardening and enjoying “the simple pleasures” ...especially when they are jimmying a lock or shiving some enemy in the back. Because, you know, we are all fucking crazy people here.

    Do it at conventions and official Adventure League meet-ups, please. If people complain you can just point to the appropriate passage in your PHB.

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  5. That is awesome, JB. I would love to see someone at a convention having their Halfling insist on doing some gardening. Oh, to pay to play D&D.

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  6. I am actually surprised that 4d6 are the written standard method for generating abilities in 5e. I have played in several 5e games and never have I met anyone at those wanting to roll abilities. A quick search showed a poll on ENworld, where the majority prefers other methods.
    I guess the newer editions' character longevity, inherent promise of perfectly balanced challenges and the popular way of playing them involving countless die rolls for everything makes it extremely uninviting to risk bad rolls.

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