• Capping Buffs / Penalties

    From Spalls Hurgenson@spallshurgenson@gmail.com to rec.games.frp.dnd on Tue May 7 18:48:06 2024
    From Newsgroup: rec.games.frp.dnd


    It's something of a meme, that certain character classes (*cough* bard *cough*)are incredibly over-powered because - with sufficient buffs -
    their skill set can be combined in ways that give them incredibly high
    bonuses (buffs) to their die-rolls. For some, this is one of the
    things that makes D&D a lot of fun, but these are the sort of things
    that make me look at 'new D&D' as being almost comic-book superhero in
    style; a far cry from the murder-worlds of classic D&D that were my
    first (and favorite) experience with the game.

    Of course, not all players will abuse the system in this way, and not
    all DMs will be so lenient as to allow a simple dice roll to allow
    patently impossibly results (there's a difference between letting the
    players try anything, and letting them do anything just because
    they've gotten a sufficiently high result on a die-roll.* But maybe
    one way to avoid the problem is just to cap the bonuses (buffs) you
    can attach to anyone roll?

    In our campaigns, we already were sort of doing that, although it
    still allowed some occasional disturbingly high bonuses. We divided
    buffs into three categories: natural, magic and situational, and
    decided that you couldn't apply more than +5 from each category to any
    single roll. Natural would be anything integral to the character
    (usually skill or stat buffs, or equipment); magic is anything from
    spells or items, and situational would be any advantage you might get
    from the situation you were in (for instance, leaping over a wide
    chasm when there's an updraft might give you a bonus).

    Our campaigns were fairly low-powered so we rarely topped out on all
    three caps (+5 to +7 tended to be the max. I don't think we ever got
    more than +10).

    For fairness, it worked in the other direction too, though. Penalties
    were limited to -15; -5 in each of the three categories. However, DM
    Fiat allowed the Dungeon Master to just flatly forbid the success of
    certain actions regardless of dice rolls.**

    What do you think? Are you fine with RAW and uncapped buffs/penalties?
    Or do you limit your players to (or are you, as a player fine with)
    maximum buffs in your game?







    * I don't care that you just rolled two natural twenties and have a
    +14 bonus, you can't fly by flapping your arms really fast, Dave!
    ** I don't have to roll any dice for it, Dave. You can't catch a
    castle!
    --- Synchronet 3.21d-Linux NewsLink 1.2
  • From Kyonshi@gmkeros@gmail.com to rec.games.frp.dnd on Wed May 8 11:25:25 2024
    From Newsgroup: rec.games.frp.dnd

    On 5/8/2024 12:48 AM, Spalls Hurgenson wrote:

    It's something of a meme, that certain character classes (*cough* bard *cough*)are incredibly over-powered because - with sufficient buffs -
    their skill set can be combined in ways that give them incredibly high bonuses (buffs) to their die-rolls. For some, this is one of the
    things that makes D&D a lot of fun, but these are the sort of things
    that make me look at 'new D&D' as being almost comic-book superhero in
    style; a far cry from the murder-worlds of classic D&D that were my
    first (and favorite) experience with the game.

    Of course, not all players will abuse the system in this way, and not
    all DMs will be so lenient as to allow a simple dice roll to allow
    patently impossibly results (there's a difference between letting the
    players try anything, and letting them do anything just because
    they've gotten a sufficiently high result on a die-roll.* But maybe
    one way to avoid the problem is just to cap the bonuses (buffs) you
    can attach to anyone roll?

    In our campaigns, we already were sort of doing that, although it
    still allowed some occasional disturbingly high bonuses. We divided
    buffs into three categories: natural, magic and situational, and
    decided that you couldn't apply more than +5 from each category to any
    single roll. Natural would be anything integral to the character
    (usually skill or stat buffs, or equipment); magic is anything from
    spells or items, and situational would be any advantage you might get
    from the situation you were in (for instance, leaping over a wide
    chasm when there's an updraft might give you a bonus).

    Our campaigns were fairly low-powered so we rarely topped out on all
    three caps (+5 to +7 tended to be the max. I don't think we ever got
    more than +10).

    For fairness, it worked in the other direction too, though. Penalties
    were limited to -15; -5 in each of the three categories. However, DM
    Fiat allowed the Dungeon Master to just flatly forbid the success of
    certain actions regardless of dice rolls.**

    What do you think? Are you fine with RAW and uncapped buffs/penalties?
    Or do you limit your players to (or are you, as a player fine with)
    maximum buffs in your game?







    * I don't care that you just rolled two natural twenties and have a
    +14 bonus, you can't fly by flapping your arms really fast, Dave!
    ** I don't have to roll any dice for it, Dave. You can't catch a
    castle!

    I am using older rules, so for what it's worth I am perfectly fine with
    them combining whatever they find to get something out of it.

    The main issue is of course that mainline DnD just has become a
    different game than earlier editions, and in a way that's a good thing:
    after all the older editions exist and thanks to reprints/pdf sales/retroclones won't be going away.
    It just seems that more people like those newer versions at least in the beginning, than people like the older styles. And that's not bad either.
    I noticed a lot of them wandering into older styles after a while, if
    they don't get trapped in the newest-is-best thinking that sometimes is
    so prevalent.
    --- Synchronet 3.21d-Linux NewsLink 1.2