Wednesday, June 21, 2017

The Case Against AD&D - Ability Scores, pt. 3

Chasing Higher Ability Scores

 I mentioned that we'd come back to this, and so it comes to pass. In AD&D 1e, Method I was 4d6, drop the lowest, arrange to taste. It carried into 3rd edition as the standard way of generating characters. In 2e, they provided it as an option, but I wouldn't go so far as to say it was the "default assumption" by the book - though doubtlessly many groups who moved on to 2e after 1e simply used the 1e Method I.

Here's what that looks like on AnyDice. Jasper Flick has a neat little examination of attribute generation using the 4d6, drop the lowest method compared to 3d6 here on AnyDice, and I recommend giving it a look see, particularly for the calculation regarding the chances of seeing a natural 18 out of six rolls.

AD&D emphasizes the importance of high ability scores in three ways that affect the manner in which AD&D is played:
  1. They provide a distinct mechanical advantage in their own right by being heavily more favorable at the high end of the distribution, and even more dramatically beyond that when you take into account scores of 19-25.
  2. They provide access to more powerful races.
  3. They provide access to more powerful classes, which reinforces the numbers chase because after all, if you have big numbers in your ability scores, those ability scores will be put to more effective use with a class that can self-buff, or fly, or advance as a Fighter and a Mage, even opening up the more time intensive but incredibly rewarding dual-classed combo.
So, why exactly is this a bad thing? Well, it's due to the fact that it encourages players to attempt to get the best combination of race and class that their ability scores can provide, and then attempt to climb as quickly as possible to the 18+ range of ability scores because these are more effective means of power than other options (outside of spellcasting, which has always been extremely powerful and flexible).

Let's take a look at 18/00 Strength versus the Fighter's weapon specialization ability (note that we're just using the PHB, not any of the grandmastery stuff from later books):

A Fighter specializing in say, the longsword, would be getting a +1 attack adjustment and +2 damage adjustment. Let's just assume for a moment, that he has the "average" roll for 4d6 listed on Jasper's article above, so he has a 16 Strength, which provides him a damage adjustment of +1, but no attack adjustment.

That's a +1 attack adjustment, and +3 damage adjustment. Not a bad character by any stretch of the imagination.

But let's compare him to the very, very lucky Paladin with 18/00 Strength. Non-Fighters don't have the ability to specialize, but Paladins are warriors, so they get to take advantage of the exceptional Strength values. Our Fortunate Paladin is sitting pretty at the best Strength score that can be rolled.

So what are his attack and damage adjustments? +3 and +6, respectively. It's a pretty significant difference, since his base damage is double, and his attack adjustment is more than that.

Fortunately, Fighters also get an enhanced number of attacks for specialization, but it's not as as awesome as it may sound:

Our Longsword Specialist can make three attacks every two rounds (so two attacks in the first round, one attack in the second round, or one attack the first round and two in the second). Conversely, our Fortunate Paladin can only make a single attack each round. Let's assume that they both are using longswords.

The Longsword Specialist does an average of 7.5 damage per attack, and has a THAC0 of 19. The Fortunate Paladin does an average of 10.5 damage per attack and has a THAC0 of 17. Ignoring their THAC0 (let's assume they hit with every one of their attacks), the average total damage of the Longsword Specialist is going to be 22.5 over two rounds, whereas the Fortunate Paladin's is going to be 21. He's only a point and a half behind our specialist.

Assuming we choose not to ignore their THAC0s, the Fortunate Paladin is going to hit more often, thus outpacing our Longsword Specialist. If the Longsword Specialist misses even a single hit out of his three, his damage is going to drop to 15 over two rounds.

Even on critical hits, assuming that optional rule is in play, our Longsword Specialist is getting the short end of the stick. He'll do 12 damage on average (in AD&D 2e, you double the damage dice, but not adjustments to damage from Strength, specialization, or magical enhancement). The Paladin is going to do 15. Having more attacks is only ever so slightly better than just raw Strength.

Furthermore, that's basically the only combat relevant ability the Fighter gets, and it barely allows him to out damage a Paladin with superior Strength. Paladins get an assortment of other powers like enhanced saving throws, immunity to disease, healing powers, a protection aura, and at later levels, a warhorse, turn undead, and priest spells. Fighters get unlimited magic item ownership, can hoard their wealth, build a castle, hire whomever they want, and level slightly faster.

Granted, 18/00 Strength is not something the Paladin or Fighter is likely to obtain. The average roll on 4d6, drop the lowest won't even allow you to qualify for the Paladin class, since you need a 17 Charisma just to be one. But, if you can qualify, and have a 18/00 Strength score, Paladin is by far the more attractive class (mechanically speaking).

And?

Ultimately, both your Fighter and your Paladin are going to be shooting for the highest Strength score they can manage. If our Longsword Specialist had 18/00 Strength, he'd be cruising through dungeon corridors at the brisk pace of the puree setting. THAC0 of 16, average damage of 37.5 over two rounds. The only thing stopping him is that HP inconvenience. And as he levels and finds more gear, he's only only going to get stronger. And gods help his enemies if he manages to get some wishes, or a Manual of Gainful Exercise somewhere. But the Paladin is no slouch either, and while he may not be able to out damage a Fighter who obtains the coveted 18/00 Strength score, there's nothing stopping him from benefiting from wishes or the Manual. Arguably, the Paladin is going to be more flexible once he obtains spells, but that's getting into fairly high levels, even for 2e.

AD&D 2e's emphasis on high ability scores being leaps and bounds better than low ability scores creates something of a problem, where a lucky set of rolls can make the difference between competent mediocrity and nigh unstoppable juggernauts.

Take Basic Fantasy RPG for instance, where the highest ability score is 18, and the highest modifier is +3 (assuming you're not using a race that bumps it up to +4). A character with no modifier is going to do an average of 4.5 damage with a longsword. A character with an 18 will do 7.5. A particularly strong race will do 8.5. It's a little much for my tastes (I think the -2 to +2 range for ability scores is better), but it's not nearly as drastic as the difference between a 10 Strength Fighter and an 18/00 Strength Fighter in AD&D 2e (4.5 damage vs. 10.5; 6.5 vs. 12.5 if they're specialists).

Compound this with multiple attacks, magic items, and the number of wishes necessary to reach superhuman (19) Strength. Assuming he starts at 18/00, a warrior character could use the Manual of Gainful Exercise once, or 10 wishes. A Fighter who started with 16 Strength would need 20 wishes, and one use of the Manual.

Power Gamers, Optimizers, Build Enthusiasts, and
Munchkins

And this is where I have to take a moment to talk about the types of players who care about this sort of thing. Most players will take what they can get, have a good time, and try to roleplay their character as well as they can in the situations they find them in.

Munchkins, Power Gamers, Optimizers, and Build Enthusiasts on the other hand approach the game differently.

Power Gamers are not bad players by default. They just like winning, and winning means making their character as strong as possible, and never turning down an opportunity to get stronger. This is a completely valid way to play so long as the player doesn't step on the other party members to reach the heights of demigodhood. They can, in fact, be great players who help the entire party realize their potential.

Optimizers are not actually looking to make the most powerful character on the table or in the world. They care about making their character as effective as possible given the options open to them, and most of this optimization is done before play starts. They tend to plan their character's advancement far into the future, even if they never get there, because they enjoy playing around with the character numbers. Optimizers and Power Gamers are similar types of players, but Optimizers don't tend to focus on acquisition of power during play - they just try to squeeze every ounce of performance out of whatever they started with, and whatever they have on hand.

Build Enthusiasts may or may not be interested in actually optimizing their character, power gaming, or engaging in munchkinism, but they do like to explore the options and build characters to accomplish specific (sometimes broken) things. There's nothing wrong with this, and they may just use it as a thought exercise, rather than putting it into play. If they do put it into play, then they're either an Optimizer or a Power Gamer.

However, there's a fourth variety of player who is supremely disruptive to play, and AD&D 2e's focus on ability scores enables their behavior. Most roleplayers have encountered a Munchkin, even if they don't realize it. They probably call themselves an optimizer or build enthusiast, and may even go so far as to consider themselves power gamers, but the difference is that they don't care about cooperating with the party. They want to be as powerful as they can so that they can do whatever they want in the game world with as few consequences they can't overcome through raw numbers as possible. These players are generally argumentative and tend toward being rules lawyers (a rules lawyer is not a player who remembers a rule differently than the DM - they're a player who argues for favorable interpretations of a rule when it applies to them or the party, but argues for unfavorable interpretations of the same rule when applied to enemies).

Worse, they will selfishly take actions that work against the party if they feel that there is some gain in it. These are often the same kinds of problem players who hide behind alignments and loudly exclaim "It's what my character would do!" when the rest of the party calls them on their behavior. Most often, this player is the first to get super angry when others frustrate his character's plans and designs, but is also first in line to smirk and say "It's just a game, man" when they do the same to other players. Munchkins don't care about whether or not the other players are having a good time, so long as they themselves are (this usually involves having the biggest numbers in the room).

I have issues with all the mindsets geared toward playing the numbers game. I'm not innocent of it though, but in general, I'm not terribly worried about mechanical optimization, and any game where I have to worry about it more than my character's personality and history is a game I'm not going to have as much fun with. I can however tolerate Power Gamers, Optimizers, and Build Enthusiastis in my own games, but Munchkins have to go. A player who doesn't respect others isn't welcome at my table.

Unfortunately, AD&D 2e  produced a fair number of Munchkins because the rules encouraged that sort of behavior, despite developer injunctions against it. 3rd edition provided refuge for them, where they could be mistaken for Optimizers, Power Gamers, and Build Enthusiasts. When you have classes, races, alignments, and even ability scores dedicated to disruptive behavior, and then put an irresponsible, selfish oaf in the mix, you get disaster unending. It's partly why Thieves, kender, and Chaotic Neutrals are so hated.

We Get It, You Hate Munchkins

Worry not, I have a point that I'm building to. I'm just going to keep examining AD&D 2e and build my case, and then I'll focus on that rather than my rambling evidence gathering that I'm doing now. To be clear, I don't have an issue with characters getting stronger or there being a clear progression toward excellence. My issue is that the climb to paragonhood ends up being the goal, rather than the journey.

Compare BFRPG's ability score table to the two (and the future scores we'll look at) we've seen so far. Not only is the range of scores slightly more forgiving in the middle range, but it also doesn't ramp up as sharply when it approaches the higher end of the range. More importantly, it's consistent across all six ability scores, and it caps out at the highest natural roll, meaning that there is no reason to seek greater ability scores.

Hopefully you can see what I'm getting at. Stay tuned for further updates.

1 comment:

  1. Enjoying this series so far Fabian. I was impressed that you did so much number crunching in this one. I guess there is math you, can understand.

    ReplyDelete