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Posts tagged ‘calibrating your expectations’

D&D PHB suspended between Aragorn and Naruto

Back in 2007, I wrote D&D: Calibrating Your Expectations, an article which analyzed D&D 3rd Edition’s mechanics with a particular eye towards what characters of various levels were truly capable of.

(The short version: If you think Conan or Aragorn are 20th level D&D characters, then you’ll be disappointed and frustrated because 20th level D&D characters can routinely perform superheroic feats far beyond what Conan or Aragorn should be capable of. To avoid that dissonance, you need to either embrace awesomeness of high level play, cap your campaign at a lower level, or find an alternative solution for dialing in your personal sweet spot.)

A few years later, I wrote a similar article called Numenera: Calibrating Your Expectations, which did a similar breakdown for Monte Cook’s Numenera (and, by extension, the Cypher System).

These articles were fairly popular, and it’s perhaps unsurprising that I’m frequently asked to update my original article for D&D 5th Edition.

The reason that article has never been written is that, when you sit down and try to calibrate D&D 5th Edition, you’ll quickly realize that there’s nothing to calibrate: The D&D 5th Edition skill system, in particular, is a very shallow and hollow mechanic that is, at best, running on vibes.

The first thing I would do when attempting to calibrate a system looking at how a character’s action check results correlate to the real world. But the DCs in D&D 5th Edition aren’t pegged to anything in the real world: Walking across a balance beam could be DC 0, DC 5, DC 20, or DC 30. And the same could be true of running across the treetops while balancing on the leaves.

The next thing I’d do is compare the performance of skilled and unskilled characters. Particularly interesting values here include what characters consider routine (i.e., tasks they can automatically succeed at no matter what they roll on the dice) and also what tasks a skilled character can potentially achieve that an unskilled character cannot.

In D&D 5th Edition, however, skill proficiency bonuses are so tiny compared to both the range of the d20 roll and ability score bonuses that there’s no meaningful information to be gleaned. It’s quite likely, for example, that an unskilled character will actually have a higher bonus on a skill check than a character proficient in that skill, particularly at low levels.

This is, of course, intentional. For reasons I’ve previously discussed, D&D 5th Edition embraced the concept of “bounded accuracy.” The best way to think of bounded accuracy in this context is that everybody is basically equally skilled at pretty much everything, and stuff like natural ability and proficiency only indicate slight differences between characters. (It’s the difference between two people who went to the same university, got the same degree, and both graduated in the top 25% of the class, rather than the difference between a PhD in a subject and the average layperson.)

Bounded accuracy also pretty severely curtails the useful insights that can be gleaned from comparing characters of different levels. The differences between 1st and 10th and 20th level characters can be quite minute.

Oddly, though, D&D 5th Edition features a handful of class abilities which hilariously break bounded accuracy in ways which are almost absurd compared to the otherwise tiny differences in the system. I refer to these as Fuck Bounded Accuracy abilities, and these FBAs simply obliterate whatever marginal insight calibration might otherwise reveal.

So all you can really do is arbitrarily peg X to a DC, where X is some given task. But if you try to relate that back to a calibration question like, “What is a skilled vs. unskilled character capable of?” you’ll just end up frustrated because the system, again, doesn’t really distinguish one from the other.

CALIBRATING 5th EDITION

If you kind of flip this around, however, the formlessness of D&D 5th Edition offers you the opportunity to calibrate the system for yourself. In fact, it essentially demands this. Most DMs, however, only tackle this task blindly – groping in the dark and sort of arbitrarily throwing out DCs that “feel” right.

If you’d like to grasp this bull by the horns and instead make some conscious, deliberate choices about what you want the game to be, here’s what I would recommend.

First, define the maximum possible result you can imagine a 1st level PC ever achieving. Peg this as a DC 26 task. (Roughly speaking, this is a natural 20 (die roll) + 4 (ability score) + 2 proficiency bonus.)

Second, think about the minimum difficulty you would ever even remotely consider making a check for (and most of the time you probably wouldn’t). Peg that to DC 5.

Third, provide a spectrum of results between your DC 5 and DC 26 tasks. Keep in mind that at DC 17+ it’s technically possible to have a 1st level character who can NEVER accomplish those tasks. (If there were non-proficient and had a -4 ability score penalty.) DC 21, which is a task an average person could never achieve, is another useful benchmark to keep in mind.

Fourth, ask yourself what the most amazing thing you could ever imagine any PC doing at the highest levels of your campaign. Peg that at DC 36, then add spectrum values at DC 28 and DC 32 to bridge the gap.

Note that the tasks you assign to these DCs are entirely arbitrary, and will have a huge impact on the feel of your campaign.

For example, consider the ability to run across the top of the forest canopy like a character of Crouching Tiger, Hidden Dragon. This could just as easily be:

  • Impossible
  • DC 36 (most amazing thing you’ll ever see)
  • DC 26 (a 1st level character can technically do it!)
  • DC 18 (actually, it’s something everyone in Naruto can do)

Of course, if canopy running is DC 18 in your campaign, then you’ll need to figure out a DC 36 which is even more awesome than that. (Maybe being able to walk on clouds?)

Once you’ve calibrated your DCs, you need to accept that the FBAs will routinely allow PCs to punch way above the “intended” thresholds you’ve set. Consider this a feature, not a bug. Magic is awesome and the function of an FBA is to say, “Holy shit! Look at that guy!”

Finally, whatever you’ve set as your DC 36 touchstone is the cap. There’s nothing beyond that. If a player can string together some crazy string of bonuses and a natural 20 to roll a 52, that’s great. But the result will be no different than if they’d rolled a 36. They’ve reached maximum human potential, or however else you want to think of this. (This is necessary because the system’s issues – skill bonuses barely mattering; FBA abilities; etc. – make it impossible to calculate a coherent mathematical cap.)

Go to Part 1

Numenera - Monte Cook GamesBefore we proceed, I want to talk a little about my assumptions here: By default, the process of advancing a tier means that you gain +4 stat points, +1 to an Edge of your choice, +1 Effort, and a skill. (You’ll also pick up extra abilities from your character’s Type, but we’re not going to worry about that for the moment.) For the purpose of these discussions, however, I’m not going to be looking at characters who have dumped all their advancements into becoming hyper-specialized at doing one thing.

For example, I’m going to assume that characters are spreading their Edge boosts around instead of concentrating them all in a single stat. (In practice, I’ll be assuming that your highest Edge will be 1 + ½ your Tier.)

For the purposes of analyzing what characters are really capable of, I’m also going to be bumping up the descriptions of tasks with difficulties of 8+ (for the reasons that I described in Part 1). In practice, we’ll be looking at something like this:

7Impossible without great skill or great effort
8Impossible without great skill or exceptional effort
9A task worthy of tales told for years to come
10A task performed by those who become legends in their own time
11A task worthy of legends that last for lifetimes
12A task that normal humans couldn't consider under any circumstances

(Difficulty 12 is the significant breakpoint here because a person with specialization, the best circumstances in the world, and willing to expend a single level of Effort still couldn’t possibly succeed.)

TIER 1 vs. TIER 3

Our general discussion has gone a long way towards establishing our baseline expectations for a Tier 1 character: They’ve got Edge 1 in one or two ability scores and they’ve got one level of Effort. If we imagined a “Tier 0” character who lacked any Edge or Effort, the Tier 1 guy can last a little longer and can also accomplish things that are a little bit tougher. We might think of him as being just a little bit better than a normal Joe, but the types of things he would consider “normal” or “routine” haven’t really shifted.

Now, let’s compare that starting character with a character who has achieved Tier 3: They’ve got Effort 3 and their high Edge is 3. They’ve probably also picked up at least one specialization.

The upper limit for this character in general has now become Difficulty 9: “A task worthy of tales told for years to come.” They don’t have to be skilled at it; they don’t need a great set of tools or perfect circumstances. They just focus their Effort on it and they’ll do stuff that people in the local aldeia will still be talking about a decade from now.

In their area of specialization, however, things are obviously even better: Without expending any effort at all, they can achieve things normal people would consider impossible (difficulty 8). Even under the worst conditions (+2 difficulty), they’re still capable of accomplishing stuff that average people would find intimidating under normal conditions.

And their absolute upper limit is even better: Specialization (-2), effort (-3), and a couple of assets (-2) means that they’re already capable of accomplishing difficulty 13 tasks… they’ve already blown the cap off our difficulty scale.

What type of stuff can they succeed at 50% of the time? Well, in general they can succeed at Intimidating tasks (stuff normal people almost never succeed at) 50% of the time by expending effort. If they’re specialized and have favorable conditions, they can achieve the impossible 50% of the time.

Notably, however, the stuff they consider routine doesn’t accelerate as quickly: Instead of just the stuff average people consider routine (difficulty 0 tasks), they also consider stuff people consider simple (difficulty 1 tasks) routine. Perhaps more telling, the “standard” difficulty of the game is now routine for them.

Okay, let’s use our touchstones: Even if these characters aren’t specifically trained at a task, they are capable of crafting any numenera item in the game; they can climb across smooth ceilings; and they are likely to possess knowledge very few people possess. If it’s their specialty, then they possess “completely lost knowledge” and they can do whatever the equivalent of climbing a wall of glass without any equipment is.

TIER 3 vs. TIER 6

So what we’ve rapidly established is that the small numbers of the Numenera system rapidly accumulate huge shifts in power and ability.

A Tier 3 character can generally perform the seemingly impossible and will, in their specialty, be capable of feats that will literally make them legends.

Because that top end already strains our ability to really comprehend what they’re capable of, the big conceptual shift between Tier 3 and Tier 6 is in the routine: With Edge 4 in their specialty, tasks of standard difficulty have become routine. More notably, that which normal people consider difficult they automatically consider simple.

(Pause and think about that for a moment: Think about the stuff that you find really difficult to do. The stuff that gives you a sense of satisfaction when you complete them successfully. Tier 6 characters consider that stuff trivial.)

The other end of the scale becomes simply staggering: Effort 6 expands their general range of ability (without skill or favorable circumstance) to difficulty 12 tasks; i.e., stuff that normal humans couldn’t even consider doing. Combine that with specialization (-2) and favorable circumstances (-2) and you’re up at difficulty 16… which is just completely off the human scale.

How far off the human scale? Well, the difference between “task worthy of legends that last for lifetimes” and what these characters are able to achieve in their specialization is the difference between a task the “most people can do most of the time” and “normal people almost never succeed”. (If there was a world where every high school basketball player had the skills of Michael Jordan, these guys would be the Michael Jordans of that world.)

Our touchstones have already been rendered largely useless, but consider this: Tier 6 characters who are not specifically skilled in climbing are nevertheless capable of expending a little effort and climbing featureless glass walls 45% of the time.

In an area of specialization (-2) they’ll have a 15% chance of knowing a piece of completely forgotten knowledge without spending any pool points. If they expend maximum effort, their chance of knowing something which (I must repeat) is completely forgotten rises to a mind-boggling 70%.

CONCLUSIONS

My big take-away from this is that by the point you reach Tier 6, Numenera is no longer a game about characters wandering through inexplicable technological ruins that they are incapable of understanding. The characters are capable of easily creating original pieces of numenera to rival even the most powerful technology of the Ancients and they almost certainly understand many of the deepest mysteries of the cosmos they inhabit.

(And if you’re still looking for a way to calibrate your understanding of the highest tiers, consider this: If a Tier 6 character was actually hyper-focused with Edge 6 (+3), a specialized skill (+2), proper tools (+1), and favorable circumstances (+1) they would consider even tasks that normal people consider “impossible without skill or great effort” to be routine.)

It looks to me like the turning point probably comes somewhere around Tier 4: Tier 1 you’re slightly better than the average person. Tier 2 you’re a highly talented expert (or Big Damn Hero depending on your perspective). Tier 3 is where you hit Legendary status. Tier 4 is where I think you have to start looking at a phase change in the types of stories your characters are getting involved with unless you want to suffer a dissonance with what the mechanics are telling you.

One notable thing to keep in mind, though: Although Numenera rapidly expands the high-end of potential, the low-end of surety doesn’t expand as quickly. The PCs may become incredibly potent demigods by the standards of their age; but they also remain distinctly mortal ones.

Numenera - Monte Cook GamesMany moons ago I wrote D&D: Calibrating Your Expectations: The point of the article was to re-orient your expectations regarding the level of power being modeled by mid- and high-level D&D characters. (If you think “Conan” when you think about a 15th level character, you’re doing it wrong. Think Hercules in his most powerful persona as a full-blooded demigod.) The article had a few unexpected consequences, but by and large it seems to have helped a lot of people avoid or resolve the dissonance they once experienced between the mechanics of the game and the fantasy they were creating or emulating. We all stopped fighting the system and started embracing all the awesome stuff it was capable of.

Brandon Perry shot me an e-mail recently asking me to give Numenera the same treatment. It sounded like a really fascinating idea for a blog post, so I’m going to take a crack at it. Before I do, though, I want to offer a little bit of a proviso: When I wrote D&D: Calibrating Your Expectations I had nearly 20 years of experience with the game and had played or run hundreds (possibly thousands) of sessions. Although I’ve been playing Numenera since it was released last August, my experience with the game is obviously extremely truncated by comparison (consisting of a couple dozen sessions). So there’s going to be a little more armchair theorizing this time around, with all the risks that sort of thing entails. Take what I have to say with a grain of salt and keep testing it against your actual experience at the gaming table, but hopefully you’ll find some value in what I have to say here.

STATS vs. EFFORT vs. EDGE

Let’s begin with the core attributes of your character in Numenera. These seem to be frequently misunderstood, in no small part because they defy the expectations formed by the norm of other roleplaying games.

For those unfamiliar with it, the basic mechanic of Numenera works like this: The GM sets a difficulty between 0 (Routine) and 10 (Impossible). This number is multiplied by 3 in order to arrive at a target number (between 0 and 30). The player rolls 1d20; if they roll equal to or higher than the target number, they succeed.

For example, if you wanted to climb a Difficult (4) cliff, you’d have to roll 12 or higher on 1d20 (because 4 x 3 = 12).

In practice, however, the difficulty will be modified before the dice are rolled: Each relevant asset or skill the character has will reduce the difficulty by 1. So if a character who was skilled at climbing (-1) and also had their climbing kit with them (-1 for the asset) was facing a Difficult cliff, the effective difficulty would only be 2 and they’d have to roll a 6 or higher on 1d20 to reach the top.

Each PC has three stats: Might, Speed, and Intellect. Your score in each stat forms a pool and you can spend points from your pool to activate special abilities and also exert effort. When you exert Effort, you spend 3 points from the relevant pool to decrease the difficulty of the task by 1.

So, looking at that Difficult cliff again: You start with difficulty 4, subtract 1 for being skilled in climbing, subtract 1 for having the asset of a climbing kit, and then you could exert effort (spending 3 Might points) to subtract 1 again. (Now the cliff has an effective difficulty of 1 and you only have to roll 3 or higher on 1d20.) As your character advances, you’ll be able to exert multiple levels of effort simultaneously (further reducing the difficulty of a task).

Now, this is the point where most people get confused: Say you’ve got one character with Might 9 and another character with Might 14. Which character is stronger?

Neither.

Primed by other roleplaying games you probably have a natural instinct to think the Might 14 character is stronger. But he’s not. He simply has more endurance when it comes to performing difficult Might-related tasks. (Think about it: If both characters have the same skills and assets, then they’re facing the same probability of success. They are both equally capable of applying effort to any given Might roll. The only difference is that one of them will be able to apply effort to more Might rolls: He’ll win in a competition of endurance, but it’s a 50-50 split for any individual feat of strength.)

So stat pools are not the same thing as a typical RPG ability score. To find something like those in Numenera, you need to look at Edge.

In addition to having a pool in each stat, characters in Numenera also have an edge in the stat. For example, a beginning glaive has Might Edge 1, Speed Edge 1, and Intellect Edge 0. You use edge to reduce the cost of any associated pool expenditures. (So, for example, if you had a Might Edge of 1, you would spend 2 points to apply Effort to a Might roll instead of 3 points.) What this mechanic means is that a character with a Might Edge of 1 is stronger than a character with Might Edge of 0.

If this distinction is confusing you, think of it like this: When you get a Might Edge of 3, you can now apply Effort for free. That means you are just automatically 15% more likely to succeed at anything you do that’s related to Might. (Which means that you’re stronger.)

It should be noted that the range of potential Edges in Numenera is fairly small: The theoretical maximum is 0 to 6, and 0 to 4 is probably more likely in actual practice. (And you’ll only see those ranges with higher tier characters.) So, at most, characters are going to vary 20-30% based on their “ability scores”.

EFFORT AS CALIBRATOR

 The difficulty table in Numenera does a pretty good job of calibrating your expectations for a normal person:

DIFFICULTY / NPC LEVEL
DESCRIPTION
TARGET #GUIDANCE
0
Routine
0
Anyone can do this basically every time
1
Simple
3
Most people can do this most of the time
2
Standard
6
Typical task requiring focus, but most people can usually do this
3
Demanding
9
Requires full attention, most people have a 50/50 chance to succeed
4
Difficult
12
Trained people have a 50/50 chance to succeed
5
Challenging
15
Even trained people often fail
6
Intimidating
18
Normal people almost never succeed
7
Formidable
21
Impossible without skills or great effort
8
Heroic
24
A task worthy of tales told for years afterward
9
Immortal
27
A task worthy of legends that last for lifetimes
10
Impossible
30
A task that normal humans couldn't consider (but doesn't break the laws of physics)

All the guidelines there pretty clearly flow from the underlying math (which is straightforward because the system is just 1d20 vs. the target number): Routine tasks can be achieved every time (unless adverse circumstances push the difficulty up) because you’ll always roll higher than 0 on a d20. Difficult tasks have a 50/50 chance for trained characters because the skill drops the difficultly level by 1 (and math does the rest).

The key breakpoint on the chart is between Intimidating tasks and Formidable tasks, because that’s the point where you need to be either skilled or spend effort to have any chance of success (and the chart says exactly that).

Where I quibble with the chart a little bit is the Heroic level: It claims that these are “tasks worthy of tales told for years afterward”. But a character with skill specialization (-2 difficulty) expending a couple levels of effort (-2 difficulty) would actually have a 45% chance of success. That’s definitely impressive and probably the sort of thing you’d tell your friends about for a couple of days if you saw somebody do it, but it’s probably not going to be talked about for years.

Long story short: I’d bump the descriptions of Heroic, Immortal, and Impossible actions all up a slot or two.

The point, though, is that if you’re looking for the upper limit of what a character is capable of, then the maximum level of effort they can expend (which is generally equal to their tier) is a good indicator.

In general, the absolute best an unskilled character can do is difficulty 6 + their effort. Skills top out at specialized (-2 difficulty), so highly skilled characters will top out at difficulty 8 + their effort. In proper conditions and with proper equipment (i.e., with a couple of assets under their belt), it actually ends up being 10 + their effort.

(That, coincidentally, means that even beginning characters can line things up to make difficulty 10 tasks achievable. Which is another reason why the concept of “Impossible” should probably be bumped up a level or two on that table.)

EDGE AS CALIBRATOR

What you also want to calibrate, however, is the other end of your scale: What do your characters consider routine? (In fact, I generally find this a lot more useful in terms of really conceptualizing what life is like for a particular character.)

For that, we want to look at edge.

In a purely theoretical sense, Edge 3 and Edge 5 are the magic numbers where the first and second levels of effort become completely free and the difficulty for any related task is usually going to automatically drop.

In actual practice, however, I’ve found that once effort only costs 1 pool point the threshold for ubiquitous “impulse purchasing” seems to be reached: Players will start liberally using effort on pretty much every die roll (and they can generally get away with it). That means that the real thresholds to look at are Edge 2 and Edge 4.

In other words, an untrained character will consider tasks with a difficulty equal to one-half their Edge routine. (Of course, you should also adjust this difficulty for their skills and assets.)

These numbers don’t hold up if your Edge radically outpaces your maximum Effort (it doesn’t matter how cheap it is to spend the points if you’re not allowed to spend the points). This is theoretically possible due to the flexible advancement mechanics, but incredibly unlikely in practice.

SKILLS AND TOUCHSTONES

One thing to get a feel for in Numenera is that most of the ratings in the system cover a fairly broad range. (This is deliberate. Phrases like “precision isn’t that important” and “precision isn’t necessary” are sprinkled liberally throughout the rulebook.) This is also true when it comes to skills, with the system only distinguishing between three levels of training – untrained, trained, and specialized. Each of those skill levels must be covering a lot of territory and, upon closer inspection, it’s also notable that “untrained” is something of a misnomer because even untrained characters can succeed on challenging and even intimidating tasks with a fair amount of regularity if they apply a little effort and preparation.

PCs will only get a handful of skills in Numenera, but this isn’t because they’re ignorant louts: The game is actually assuming that characters have a very broad and pervasive competency across the board and only highlights the stuff they’re really, really good at. (This also fits the other elements of the system: As characters increase in tier their Effort improves across the board, which means their maximum possible performance improves in everything. Edge focuses the regularity of their performance and skills refine that focus even further.)

In trying to really peg what skill performance means in Numenera, however, the generalized flexibility of the system occludes things a bit. Unlike D&D, Numenera doesn’t give a lot of difficulty guidelines outside of the primary difficulty table described above. In practical terms, we’re basically limited to crafting items, climbing, and remembering/understanding particular pieces of knowledge.

Limited although they may be, I will use these guidelines as touchstones in the calibration discussions. If you want to see the tabular breakdowns for these difficulties, you can find them on my Numenera system cheat sheet.

Go to Part 2: Comparing the Tiers

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