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You Can Play These Supreme D&D Characters, But Should You?

When I drafted my list of supreme character builds for Dungeons & Dragons, I originally included a section that asked, “You can play this, but should you?” The answer became this post, but why even ask?

In a comment, designer Teos “Alphastream” Abadia identified the supreme builds as enjoyable concepts, but “generally horrible at the table.” Although any character can fit the right game, some optimized builds reduce the fun at most tables. Teos writes, “For me, the biggest social contract item for players is to contain whatever optimization they cook up to reasonable and fun levels.”

D&D’s design aims to create a game where all a party’s characters get to contribute to the group’s success. When a single member of the group starts battles by one-shotting the monster with a huge burst of damage, or one character learns every skill to meet all challenges, then that character idles or overshadows the rest and makes the other players wonder why they showed up.

Most skilled

DM’s guild designer Andrew Bishkinskyi singles out one optimization to skip. “The most skilled character is made to do everything, and exists by design to exclude others from play, which I don’t want.”

Early editions of D&D embraced this kind of specialization. Thieves started as the only class with any capabilities resembling skills, but rated as nearly useless in a fight. Nowadays, D&D’s class designs aim give every class ways to contribute through all the game’s three pillars of exploration, combat, and roleplaying interaction.

Most damaging

Combat makes a big part of most D&D games, so characters optimized for extreme damage tend to prove troublesome. I’ve run public tables where newer players dealing single-digit damage would follow turns where optimized characters routinely dealt 50-some points. I saw the new folks trade discouraged looks as they realized their contributions hardly mattered. DM Thomas Christy has hosted as many online D&D games for strangers as anyone. He says, “I have actually had players complain in game and out about how it seemed like they did not need to be there.” In a Todd Talks episode, Jen Kretchmer tells about asking a player to rebuild a combat-optimized character. “The character was a nightmare of doing way more damage off the top, and no one else could get a hit in.” See Sharpshooters Are the Worst Thing in D&D.

D&D’s strongest high-damage builds make ranged attacks from a distance. Such builds can leave the rest of the party to bear the monsters’ attacks. Teos Abadia writes, “Even if we don’t have character deaths or a TPK, a ranged character can create a frustrating situation for the other characters, who find themselves relentlessly beaten up, constantly targeted by saving throws, and harried by environmental and terrain damage. Over the course of a campaign, this can be tough for the party. Players may not even realize the cause. They simply find play frustrating and feel picked on. If the ranged player keeps saying, ‘hey, I didn’t even take any damage—again!’ the rest of the party might start to realize why.”

If you, like everyone, enjoy dealing maximum damage, I recommend a character powered by the Great Weapon Master and Polearm Master feats. See How to Build a D&D Polearm Master That Might Be Better Than a Sharpshooter. If you favor a ranged attacker, the strongest builds combine Sharpshooter, Crossbow Expert, and an Extra Attack feature. In a typical game, pick two.

Biggest damage novas

A few D&D players welcome characters capable of starting a fight with a huge burst of damage for an unexpected reason: These gamers find D&D’s combat pillar tiresome. By bringing a fight to an immediate end, a nova just brings the session back to their fun. Perhaps these games need a better approach to combat, or even a switch to a different game.

In groups more interested in roleplaying and exploration, players might not mind letting an optimized character showboat during the battles. Or perhaps others in the group feel content in roles other than damage dealing. Perhaps the bard and wizard both enjoy their versatility, the druid likes turning into a bat and scouting, and nobody minds letting you finish encounters at the top of round 1.

But most gamers enjoy a mix of the D&D’s three pillars. For these players, characters designed to start fights with maximum damage prove problematic because when they work, no one else participates. “The issue is that even if those characters don’t completely trivialize an encounter, they can reduce the fun of other players by taking a disproportionate amount of the spotlight,” writes @UncannyPally.

You can’t blame the players aiming for these builds. The occasional nova can create memorable moments.

“It’s only fun the first few times a character charges in and essentially one-shots the boss before you get to do anything,” writes @pocketfell. “And of course, upping the hp of the monsters just means that when the mega-damage PC doesn’t get lucky, it’s a slog through four times the usual number of hp.”

I suspect that D&D class features that power damage spikes steer the game in the wrong direction. However, I respect D&D’s designers and they seem to welcome such features. For example, paladins can smite multiple times per turn. In more recent designs, rangers with the Gloom Stalker archetype begin fights with an extra attack plus extra damage. The grave domain cleric’s Path to the Grave feature sets up one shots by making creatures vulnerable to the next attack.

Surely, the designers defending such features would cite 2 points:

  • Players relish the occasional nova. They can feel like an exploit that breaks the game, delivering a quick win.
  • Some spells shut down an encounter as well as massive weapon damage. Fair’s fair.

I argue that encounter-breaking spells rate as problematic too, but D&D traditionally limits such spells to a few spellcasting classes, often at higher levels and only once per day.

Highest AC

I accept that as a DM controlling the monsters, I will almost always lose. A defeat for my team evil counts as a win for the table, so I welcome the loss. But I must confess something:  For my fun, I like the monsters to get some licks in. Is that so wrong? Under suggestion and zone of truth, I suspect other DMs would echo the same admission. Some gamers even float the courageous suggestion that DMs deserve fun like the players.

A character with an untouchable AC doesn’t rob the spotlight from other players, but for DMs, such characters become tiresome. If you back up a maximum AC with, say, a class able to cast shield and block those rare hits, then your DM might not show disappointment when you miss game night.

To be fair, players who sell out for maximum defense wind up with few other strengths. These players enjoy their chance to shine at the end of every fight when they crow about not taking damage—again! I’ve learned to accept their source of bliss and welcome their characters. They may soak attacks, turning claw, claw, bite into useless flailing, but I can always add more attacks to go around.

Toughest

In theory, tough characters should trigger the same annoyance as untouchable characters, but the barbarians and Circle of the Moon druids actually suffer hits, so their durability feels different.

In tactically-minded parties, tough characters and characters with high AC fill a role by preventing monsters from reaching more fragile characters. If your group favors that play style, your DM surely dials up the opposition past very strong and also pairs smart foes with clever strategies. Optimized characters of all sorts often fit that style of play.

Fastest

Nobody minds a fast character. I love playing monks who speed around the battlefield stunning everything in their path. However, those stun attacks certainly bring less acclaim. See How to Build a D&D Monk So Good That DMs Want to Cheat.

Most healing

If you play the healer and miss game night, everyone feels disappointed. ’Nuff said.

Related:
If D&D Play Styles Could Talk, the One I Hate Would Say, “I Won D&D for You. You’re Welcome.”
10 Ways to Build a Character That Will Earn the Love of Your Party

Fast, Unkillable, Deadly: The 7 Supreme D&D Character Builds for One Thing

Have you ever wanted to play a Dungeons & Dragons who boasted the highest armor class, the fastest speed, the deadliest attacks, or another extreme ability? This post shows the way to making the most amazing character at one of 7 things.

Fastest

For the fastest character, start as a monk. Your choice of race depends on what your campaign allows.

  • Wood elves gain the fastest walking speed.
  • Tabaxi from Volo’s Guide to Monsters make better 1-turn sprinters. Their Feline Agility trait doubles their speed for a turn, but they must spend a turn moving 0 to use it again.
  • Aarakocra, also from Volo’s Guide, gain a flying speed of 50 feet, which combines perfectly with the monk class. Not every campaign allows flying characters, especially to start.

Take 10 levels of monk for a 20-foot speed bonus. Then add 5 levels of barbarian for Fast Movement and another 10-foot bonus. Choose the Path of the Elk Totem Warrior from the Sword Coast Adventurer’s Guide to increase your walking speed by 15 feet while raging. Sadly for aarakocra, this bonus doesn’t improve your fly speed.

For even more speed, add two levels of fighter for the Action Surge.

Along the way, choose the Mobile feet to add another 10-foot speed bonus. Also consider the Magic Initiate feat to learn the longstrider spell, which adds another 10-foot speed bonus for an hour. Obviously, seek Boots of Speed, Potions of Speed, and friends able to enchant you with haste.

Even without the magic, this build yields a 70-foot base, doubled to 140 by feline agility. For maximum speed, choose a dash action, add a dash using the monk’s Step of the Wind ability, plus a dash using Action Surge to move 560 feet in 6 seconds. That amounts to 63 mph or 102 kph!

See How to Build a D&D Monk So Good That DMs Want to Cheat.

Most skilled

For the most-skilled character, start as a half-elf rogue. This gains you 4 rogue skills, plus 2 skills from being a half-elf and 2 more from your background. Don’t pick proficiency in Nature or Survival. You gain those skills when you select the Scout archetype at level 3.

Remain a rogue until level 4 when you can choose the Skilled feat for 4 more skills.

For level 5, multiclass into bard for another skill. At level 7, select the College of Lore for 3 more skills. Then at level 8, elect the Prodigy feat for that last untrained skill plus Expertise in a choice of skill. Expertise doubles your proficiency bonus for that skill.

At level 8, your character boasts proficiency in every skill in the game.

Most damaging

The highest, most consistent damage output comes from characters who combine the Sharpshooter and Crossbow expert feats with a hand crossbow.

Start as a human with the Sharpshooter feat. Your class can either be fighter or ranger. Either way, select the Archery fighting style to gain +2 on your ranged attacks.

For a fighter, choose either the Battle Master or the Samurai archetype from Xanathar’s Guide to Everything. As a ranger, choose the Gloom Stalker archetype, also from Xanathar.

At level 4, take the Crossbow Expert feat to gain the ability to make extra attacks with a hand crossbow as a bonus action.

For more, see How to Build a Sharpshooter Who Wins D&D.

Highest AC

The simplest route to a maximum AC uses heavy armor. Select a paladin or fighter and then select the Defense fighting style. Equip plate mail and shield for AC 21. Then seek magic that improves AC. If you find +3 plate, +3 shield, plus a Cloak of Protection, a Ring of Protection, and an Ioun Stone of Protection for your three attunement slots, your AC reaches 30. If you attune a Staff of Power instead, you reach AC 31, the highest permanent level you can achieve. Plus, the munchkins make you their king or queen. Also your absurdly indulgent dungeon master wants to date you. If you learn the shield spell, then you can vault your AC 36 for a turn.

Someone in half plate with a 16 Dexterity and the Medium Armor Master feat can reach the same ACs.

A barbarian with just a shield can reach a 24 AC without any magic, but that requires a 20 Dexterity and the 24 Constitution attainable by the class at level 20.

Toughest

For the toughest character, start as a hill dwarf for a +1 hp bonus per level. Select the Barbarian class. At 3rd level, pick the Path of the Bear Totem Warrior to gain resistance to all damage but psychic while raging. At fourth level, take the Toughness feat for 2 more hp per level, and then use your ability score increases to maximize Constitution.

Biggest damage nova

When characters unload all their abilities to deal maximum damage in a single turn, they go nova. You could just level a Wizard up to level 17 and cast meteor swarm on a hoard of foes, but true nova builds aim for focused damage more than once a day. Thanks to the Divine Smite ability, paladins bring big nova potential, but the class lacks enough spells slots to fuel maximum damage. For the biggest numbers, combine 2 levels of paladin with either sorcerer or warlock.

For a sorcerer combination, your dream turn starts when you cast a quickened hold monster on your foe, and the hit with green flame blade plus a smite that spends your highest-level spell slot. On a paralyzed enemy, you automatically score a critical hit and double all your damage dice. (If you don’t paralyze your target, booming blade makes a better cantrip combination.)

While sorcerers bring more spell slots, the warlock combination boasts better synergy. Start by creating a paladin with maximum charisma and the 13 strength required for multiclassing. After reaching 2nd level as a paladin, multiclass to a warlock and choose the Hexblade pact. At warlock level 3, choose the Pack of the Blade boon, and then at level 5, choose the Thirsting Blade invocation for multiple attacks. Your dream turn starts when you lay a Hexblade’s Curse on your foe for a damage bonus, and then strike twice, scoring critical hits on a roll of 19 or 20. Back each hit with a smite. After a short rest, you can reload slots to repeat the combination.

An all-in nova build adds 2 levels of fighter for an Action Surge, another swing or two, and as many smites as you have spell slots to fuel.

See D&D’s Best Multiclass Combinations With Paladin.

Most healing

Update: Tasha’s Cauldron of Everything enables a new build to take the best healer crown.

The older best-healer build combined of life domain cleric with enough bard levels to gain the paladin spell aura of vitality via the bard’s Magical Secrets feature. Tasha’s Cauldron paves a short cut by simply adding aura of vitality to the cleric’s spell list. Forget multiclassing; just play a life cleric. For each of the 10 rounds of aura of vitality’s 1 minute duration, you can use a bonus action to heal 2d6 hit points. The cleric’s Disciple of Life feature boosts that to 2d6+5 hp.

Now, to claim the crown as best healer in D&D, take the Metamagic Adept feat, also in Tasha’s Cauldron. “You learn two Metamagic options of your choice from the sorcerer class.” Select the Extended Spell option. “When you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours.” When you cast aura of vitality, spend 1 of your 2 sorcery points to double the duration and the healing. One third-level spell heals an average of 240 hp. At just level 5, you can perform the trick twice. Remember when folks fretted about pairing the life domain with goodberry for 40 points of healing?

For the easy path to a character who vies for the best healing, play a cleric and choose the Life domain. Done. By the time you reach 17th level, nothing else comes close. But hardly anyone plays at tier 4. In tiers 2 and 3, you can become the best healer as a bard with just a one level dip into cleric.

Start 1st level as a human Life domain cleric. Choose the Healer feat, which lets you spend one use of a healer’s kit to restore 1d6 + 4 hit points, plus additional hit points equal to the creature’s maximum number of hit dice. A creature can only regain hit points this way once between each rest, but this still counts as the cheapest healing in the game. See The Two D&D Feats Everyone Loves (For Someone Else’s Character).

After level 1, switch to only taking bard levels. At bard level 3, choose the College of Lore, and then at level 6 choose the paladin spell aura of vitality for your Magical Secrets feature. For each of the 10 rounds of aura of vitality’s 1 minute duration, you can use a bonus action to heal 2d6 hit points. The cleric’s Disciple of Life feature boosts that to 2d6+5 hp. One third-level spell heals an average of 120 hp. You will have 3 third-level spell slots.

Plus, the bard spell list includes most of the cleric’s best remedies, including the restoration and resurrection spells. You can raise dead through song!

Related:
You Can Play These Supreme D&D Characters, But Should You?
7 Dungeons & Dragons character builds absurdly good at one thing

The Tangled Origins of D&D’s Armor Class, Hit Points, and Twenty-Sided Die Rolls To-Hit

In 1977, when I first read the Dungeon & Dragons basic rules, the way armor class improved as it shrunk from 9 to 2 puzzled me. Shouldn’t higher numbers be better? Players just used AC to find a row on a table, so rising ACs would have worked as well. Magic armor introduced negative ACs, making the descending numbers even more awkward. Also, many of the demons described in 1976 in the Eldrich Wizardry supplement sported negative armor class.

D&D’s designers seemed to think rising armor classes made more sense. The game rules stemmed from co-creator Gary Gygax’s Chainmail rules for miniature-figure battles. Chainmail rated armor from 1 to 8, with better armor gaining higher values. Co-creator Dave Arneson based his Blackmoor fantasy campaign on Chainmail. His campaign developed into D&D. In Blackmoor, higher armor classes represented better armor.

So how did the first D&D rules set the puzzling convention of descending armor class?

The answer lies toward the end of the genesis of D&D’s combat system.

In the original D&D rule books, the combat system that everyone used appears as the Alternative Combat System. “Alternative” because players could just use the combat system from Chainmail instead. When Dave launched Blackmoor, he tried the Chainmail system. But it focused on battles between armies sprinkled with legendary heroes and monsters. For ongoing adventures in the dungeon under Castle Blackmoor, the rules needed changes. Original Blackmoor player Greg Svenson recalls that within about a month of play, the campaign created new rules for damage rolls and hit points. (More recently, Steve Winter, a D&D designer since 1st edition, tells of playing the original game with the Chainmail combat rules.)

Much of what we know about how Dave adapted the rules for his Blackmoor campaign comes from two sources: a 2004 interview and The First Fantasy Campaign, a raw publication of notes for his game. Most quotes in this post come from those sources.

Chainmail’s melee combat matrix

To resolve melee combat, Chainmail used a combat matrix. Players matched the attacking weapon or creature against the defender, rolled a pair of 6-sided dice, and consulted the table for an outcome. “That was okay for a few different kinds of units, but by the second weekend we already had 20 or 30 different monsters, and the matrix was starting to fill up the loft.”

Dave abandoned the matrix and extended Chainmail’s rules for missile attacks to melee combat. In Chainmail, ranged attackers rolled 2d6, and tried to roll higher than a target number based on increasing armor classes. Blackmoor gained melee to-hit rolls.

Chainmail’s man-to-man combat and ranged combat tables

In Chainmail, creatures lacked hit points, so a single hit killed. But with extraordinary individuals like heroes, wizards, and dragons, a saving throw allowed a last chance to survive. For example, the rules say, “Dragon fire will kill any opponent it touches, except another Dragon, Super Hero, or a Wizard, who is saved on a two dice roll of 7 or better.”

Under rules where one hit destroyed a character, Dave tried to spare player characters by granting saving throws against any hit. “Thus, although [a character] might be ‘Hit’ several times during a melee round, in actuality, he might not take any damage at all.”

But the system of saving throws still made characters too fragile to suit players. “It didn’t take too long for players to get attached to their characters, and they wanted something detailed which Chainmail didn’t have,” Dave explains.

Chainmail battle on a sand table

“I adopted the rules I’d done earlier for a Civil War game called Ironclads that had hit points and armor class. It meant that players had a chance to live longer.” In a Chainmail battle that featured armies spanning a sand table, hit points would have overwhelmed players with bookkeeping. But the Blackmoor players liked the rule. “They didn’t care that they had hit points to keep track of because they were just keeping track of little detailed records for their character and not trying to do it for an entire army. They didn’t care if they could kill a monster in one blow, but they didn’t want the monster to kill them in one blow.”

When players rolled characters, they determined hit points. For monsters, hit points were set based “on the size of the creature physically and, again, on some regard for its mythical properties.” Dave liked to vary hit points among individual monsters. To set the strength of a type of monster while rolling for an individual’s hit points, he probably invented hit dice.

Dave said he took the armor class from Ironclads, but the concept came from Chainmail and the term came from its 1972 revisions. I suspect Dave meant that he pulled the notion of hit points and damage from a naval game that featured both armor ratings and damage points. Game historian Jon Peterson explains, “The concepts of armor thickness and withstanding points of damage existed in several naval wargames prior to Chainmail.” Still, nobody has found the precise naval rules that inspired Dave. Even his handwritten rules for ironclad battles lack properties resembling armor class. Perhaps he just considered using the concept in a naval game before bringing the notion to D&D.

In Blackmoor, Dave sometimes used hit locations. Perhaps naval combat inspired that rule. When ships battle, shells that penetrate to a boiler or powder keg disable more than a cannonball through the galley. Likewise, in man-to-man combat, a blow to the head probably kills.

Dave’s rules for hit locations only reached D&D in the Blackmoor supplement, which came a year after the game’s release. But hit locations made combat more complicated and dangerous. Realistic combat proved too deadly for the dungeon raids in D&D. So D&D players never embraced hit locations. Even Dave seemed to save the rule for special occasions. “Hit Location was generally used only for the bigger critters, and only on a man-to-man level were all the options thrown in. This allowed play to progress quickly even if the poor monsters suffered more from it.” Dave ran a fluid game, adapting the rules to suit the situation.

By the time Dave’s fantasy game established hit points, 2d6 to-hit rolls, and damage rolls, he showed the game to Gary Gygax.

Next: Gary Gygax improves hit points by making them more unrealistic, and then adds funny dice

Fourth Edition Proved D&D Works Without Saving Throws, So Why Did They Come Back?

Fourth edition dropped saving throws in favor of to-hit rolls and showed that D&D works without saves.

Mathematically, to-hit rolls and saving throws just flip the numbers so that a high roll benefits the person casting the die. Rather than having a lightning bolt trigger saves, why not just let wizards make lightning attacks against their targets? Why not just have poison attack a character’s fortitude?

By dropping saving throws, the fourth-edition designers eliminated a redundant mechanic. The change added consistency and elegance to D&D. Wizards finally got to cast spells and to make attack rolls.

If banishing saving throws made D&D more elegant, why did fifth edition bring them back? After all, the fifth-edition designers made elegance a key goal for their design. See From the brown books to next, D&D tries for elegance.

Until fourth edition, saving throws survived based on tradition and feel.

The tradition dates to when Tony Bath had toy soldiers saving verses arrows. (See my last post.) The fifth-edition designers aimed to capture tradition, but also the best qualities of earlier editions. Why not capture some of the elegant design of fourth edition?

The feel comes from a sense that the player controlling the most active character should roll the dice. D&D could drop to-hit rolls in favor of saves versus swords, but that feels wrong. On the other hand, characters seem active when they resist a charm, shake off a ghoul’s paralysis, or spring away from rushing flames. Sure, a wizard is saying magic words, a dragon is exhaling, but the action focuses on the heroes escaping the flames.

Plus, the saving throw mechanic tends to send a few more rolls to the players. Players like to roll dice, especially when the roll decides their character’s fate. When attack rolls replaced saving throws, spellcasters got to make more attack rolls, but most characters lack spells. Without saving throws, players flamed by dragon breath never get to take fate in their hands and roll a save. Instead, they just subtract damage.

So saving throws returned to D&D.

If saving throws and attack rolls share a common place in the game, what makes them different from each other?

As a dungeon master, have you ever asked a player dodging a trap’s darts to make a dexterity or reflex save? I have. I handled it wrong. Don’t fault me too much. A save gives a character a chance to escape. Characters springing away from darts or scything blades or falling stones seem to deserve a save. But that intuition is wrong. Such traps should make attacks. The Dungeon Master’s Guide never spells out this distinction.

Just as the reflex defense and AC in fourth edition defended against different sorts of attacks, in fifth edition, dexterity saves and armor class apply to different hazards. The difference comes from armor. D&D’s lead designer Mike Mearls explains that to determine whether to use an attack roll or a save, ask “Would a suit of plate mail protect from this?” Armor protects against darts, scythes, and so on, so traps using such hazards make attacks. Poisonous fumes, lightning, and mind blasts all ignore armor, so targets make saves. I would rather face a fireball protected by plate, but the rules emphasize the agility needed to escape the flames.

Originally, Tony Bath’s saving throws represented the value of armor. Now, saving throws only apply when armor can’t help.

Mearls confesses that the D&D rules don’t always make this save-or-attack distinction consistently. Plate mail certainly protects against falling rocks, and the falling-rock traps in the third-edition Dungeon Master’s Guide all make attacks. But the falling-rock traps in Lost Mine of Phandelver prompt dexterity saves. Better to leap from harm’s way, I suppose.

One area of inconsistency irks me.

Why should plate armor protect against the incorporeal, life-draining touch of creatures like specters and wraiths? Here, tradition and feel led the D&D designers to use attack rolls in a place where saving throws make more sense. If insubstantial creatures forced a target to make a dexterity saving throw, their life draining would imitate third edition’s touch attacks without a single extra rule. Plus, these undead would play like more distinct and interesting threats. Forget the feel of a to-hit roll, incorporeal creatures should force saving throws.

Proficiency and bounded accuracy in D&D Next

In my last post, I wrote about how the Dungeons & Dragons Next proficiency bonus jams all the tables and rules for attack bonuses and saving throw bonuses and check bonuses into a single rising bonus. This consolidation yields a simpler system, but the proficiency mechanic influences every corner of the game.

Attack roll tables from D&D Rules Cyclopedia

Attack roll tables from D&D Rules Cyclopedia

Proficiency bonuses increase slowly compared to similar bonuses in earlier versions of the game. They top at a mere +6 at 19th level. This slow progression stems from a principle the designers called bounded accuracy, because none of the designers come from the marketing team. Actually, “accuracy” refers to bonuses to the d20 rolls made to-hit, land spells, and make checks. Accuracy is “bounded” because the game no longer assumes characters will automatically gain steep bonuses as they advance to higher levels. See the Legends and Lore post, “Bounded Accuracy” for more.

Bonus to attack

Before third-edition D&D, armor class never rose much. In “‘To Hit’ vs. Armor Class,” longtime D&D designer Steve Winter charts the progression between to-hit rolls and AC. Steve concludes, “In AD&D, as characters advance up the level scale, they constantly gain ground against the monsters’ defenses. A 15th-level fighter doesn’t just hit lower-level monsters more often; he hits all monsters, even those of his own level, more reliably than before.”

This meant that rising attack bonuses eventually made attack rolls into a formality. Mechanically that works, because in early editions, as fighters’ gained levels, their damage increased not because each blow dealt more damage, but because they hit more often.

But attack rolls benefit D&D for two reasons:

  • Hit-or-miss attack rolls add fun. To-hit rolls offer more drama than damage rolls, and the rolls provide intermittent, positive reinforcement to attacks. See “Hitting the to-hit sweet spot” for more.
  • If to-hit bonuses overwhelm armor bonuses, armor and armor class becomes meaningless to high-level combatants. Perhaps this finally explains the chainmail bikini.

To keep attack rolls meaningful, fourth edition makes ACs rise automatically, even though nothing in the game world justifies the rise. (You might say that the rise in AC reflects combatants’ rising ability to evade attacks, but a rise in hit points reflects the same slipperiness.) The steep rise in AC meant that lower-level creatures couldn’t hit higher-level combatants and forced all battles to feature combatants of similar levels. In 4E, physical armor just provides a flavorful rational for the AC number appropriate for a level and role.

D&D Next returns to the older practice of making armor class a measure of actual armor, or at least something equivalent. At high levels, the game keeps to-hit rolls meaningful by limiting the proficiency bonus to that slight +6 at 19th level. With such a small bonus, to-hit rolls never climb enough to make armor pointless. For more, see “Bounded accuracy and matters of taste.”

In the last public playtest, and for the first time in D&D history, every class shares the same attack bonuses. In Next, characters don’t stand out as much for how often they hit as for what happens when they hit.

Bonus to checks

In third and fourth editions, characters gained steep bonuses to skill checks as they advanced in levels. Each game managed the bonuses in a different way, and each approach led to different problems.

In 3E, characters who improved the same skills with every level became vastly better at those skills than any character who lacked the skill. Eventually, DCs difficult enough to challenge specialists become impossible for parties that lacked a specialist. On the other hand, DCs easy enough to give non-specialists a chance become automatic for specialists. By specialists, I don’t mean a hyper-optimized, one-trick character, just a character who steadily improved the same skills.

In 4E, skills grant a constant, +5 bonus, and every character gains a half-level bonus to every check, so everyone gets steadily better at everything. This approach means that no character grows vastly better than their peers at the same level. It does mean that by level 10, a wizard with an 8 strength gains the ability to smash down a door as well as a first-level character with an 18 strength. To keep characters challenged, and to prevent suddenly mighty, strength-8 wizards from hulking out, 4E includes the “Difficulty class by level” table which appears on page 126 of the Rules Compendium. With this table in play, characters never improve their chance of making any checks, they just face higher DCs. Most players felt like their characters walked a treadmill that offered no actual improvements.

For more on checks in 3E and 4E, see “Two problems that provoked bounded accuracy.”

With the proficiency bonuses, D&D Next attempts to thread a needle. High-level bonuses should not reach so high that challenges for proficient characters become impossible for the rest. But the bonuses should go high enough to give proficient characters a chance to stand out and shine.

At the top end, a 19th-level character with an suitable 20 ability score and proficiency will enjoy a +11 to checks. This bonus falls well within the 1-20 range of a die roll, so most tasks within reach of specialist also fall within the ability of an lucky novice. If anything, the maximum +11 for a talented, proficient, level-20 superhero seems weak.

Two bonuses form that +11, the proficiency bonus and the ability modifier. To me, a proficiency bonus that starts at +2 at level 1 and rises to +6 at level 19 threads the needle well enough.

New characters gain a +2 proficiency bonus as opposed to the +4 or +5 skill bonuses in the last two editions. This paints new D&D Next characters as beginners, little better than untrained. New characters must rely on talent to gain an edge.

However, talented characters barely gain any edge either. Typical new characters gain a +3 ability modifier from their highest score. I’ve shown that ability modifiers are too small for checks. Players make 11.3 attack rolls for every 1 check, according to plausible research that I just made up. With so many attacks, a +3 to-hit bonus lands extra hits. With so few checks, a +3 bonus ranks with the fiddly little pluses that the designers eliminate in favor of the advantage mechanic.

The playtest package’s DM Guidelines advise skipping ability checks when a character uses a high ability score: “Take into account the ability score associated with the intended action. It’s easy for someone with a Strength score of 18 to flip over a table, though not easy for someone with a Strength score of 9.” The D&D Next rules demand this sort of DM intervention because the system fails to give someone with Strength 18 a significant edge over a Strength 9 character. The result of the d20 roll swamps the puny +4 bonus. In practice, the system math makes flipping the table only sightly easier at strength 18.

Update: The published game grants level-one characters a +2 proficiency bonus as opposed to the +1 that appeared in the final playtest.

In a curious move, the final public playtest packet eliminates the Thievery skill. Instead, the designers opt to make thieves proficient with thieves’ tools. Why? This results from the elimination of fiddly little pluses such as the +2 once granted by thieves’ tools. Without the +2, why bother with the tools? Now thieves need the tools to gain their proficiency bonus. Somewhere, sometime, a confused player will add a proficiency bonus that they assume they have for thievery, to a bonus for the tools, and double-dip two bonuses.

Next: Saving throw proficiency and ghouls

Riding the power curve through D&D’s editions

(This post continues a discussion I started in “What does D&D have to do with ironclad ships?”)

Signed Greyhawk CoverIn the very first set of Dungeons & Dragons (1974) rules, every weapon dealt 1d6 damage. Short of magic, characters could only improve their damage output by improving their bonus to hit. More hits equals more damage. Soon, Supplement I: Greyhawk (1975) gave different weapons different damage dice and introduced the strength bonus to damage. Since then, each edition seems to give characters more ways to hit for more damage.

By the fourth edition, as characters leveled, they enjoyed steep increases in to-hit bonuses matched with unprecedented increases in the damage each attack dealt. This contributed to characters increasing exponentially in power. It explains why 4E monsters only remain effective for narrow bands of levels, and it explains the nervous ticks of every DM who has run an epic table. In past editions, only the wizard saw that kind of power curve, and the non-wizards eventually grew tired of serving as wand caddies for the Wiz.

D&D Next aims to create a power curve in line with earlier editions, while preventing the runaway power traditional for wizards. If you prefer the exponential power curve created in 4E, then you might have to look for a legendary hero module in Next, or stick with 4E and bless any dungeon master eager to run a high-level game.

Greyhawk also introduced Weapon Armor Class Adjustment, a chart that granted bonuses to hit based how well your particular weapon worked against a style of armor. The table only makes sense because, in the original game, armor class really represented a particular style of armor, such as leather or chainmail. Obviously, dexterity and magical bonuses to armor class quickly turned the table into nonsense. (If you want to make sense of the table, you must apply the dexterity and magical modifiers as penalties to the attack roll.) In practice, no one used the table and the “class” in armor class lost significance.

While D&D Next thankfully steers clear of weapon armor class adjustment, the system returns to the older practice of making armor class a measure of actual armor, or at least something equivalent.

The D&D Next approach brings back a problem that has bedeviled every edition of the game except fourth. In D&D, to-hit bonuses rise automatically, level after level, while armor class remains roughly the same. Sure, as characters acquire better equipment, armor class improves a little, and in most D&D editions AC starts a little ahead. But characters gain to-hit bonuses automatically, and eventually, inevitably, to-hit bonuses outrun armor class. Everyone begins to hit all the time. As I explained in “Hitting the to-hit sweet spot,” D&D works best when combatants hit between 30% and 70% of the time.

Fourth edition fixes the problem by granting everyone automatic increases to AC to match their automatic increases in to-hit bonuses. Now armor class becomes a function of a character or monster’s role and its level. Any reasonably optimal character would boast the same AC as peers in the same role. Armor exists as the flavorful means that some characters used to reach the armor class dictated by their role. This kept armor classes on par with bonuses to hit, while making monster design simple.

armorD&D Next attacks the old problem from the opposite direction. Instead of matching automatic increase with automatic increase, D&D next limits to-hit bonuses so they never overwhelm the relatively static range of armor classes.

In 4E, in defense as in offense, characters increase exponentially in power. The fixed AC bonuses that 4E granted with each level combined with rising hit points to grant everyone steady increases to two forms of defense. You automatically get harder to hit even as the hits do less effective damage. If you’re twice as hard hit and you can sustain twice the damage, your defenses are four times better.

D&D next attempts to straighten out the logarithmic power curve by refusing to let characters double-dip. Rather than gaining steep bonuses to hit along with increases to damage, you just get increases to damage. Rather than gaining constant improvements to armor class along with additional hit points, you just gain addition hit points. Of course, I’m simplifying to make a point. Characters still gain bonuses to hit as they advance, but they gain at a fraction of the rate seen in third and fourth edition.

When we compare D&D Next to early editions of D&D, the design reins in the to-hit bonuses characters gain as they advance. In compensation, characters gain greater bonuses to the damage they inflict. Like any design decision, this strategy makes some trade offs, which I will explore in an upcoming post.

Next: Bounded accuracy and matters of taste

Hitting the to-hit sweet spot

(This post continues a discussion I started in “What does D&D have to do with ironclad ships?”)

Through the evolution of Dungeons & Dragons, the game uses two mechanics to determine an attack’s damage output: to-hit rolls and damage rolls.

In D&D, hitting is fun, while missing feels like a bummer, particularly if you waited a while for your turn. Why not remove misses from the game?  Once characters gain enough hit points to survive a few attacks, D&D could drop to-hit rolls and─with a few adjustments─still work.

Skipping damage rolls

Back in the third-edition era, Jonathan Tweet advised dungeon masters to speed high-level fights by substituting average damage for rolled damage. In fourth edition, first-level characters have enough hit points to make this approach possible at any level. In a The Dungeon Master Experience post, Chris Perkins explains how he uses nearly average damage plus 1d6, added for a bit of flavor.

The Chivalry & Sorcery game (1977) skipped damage rolls, assuming “that the damage inflicted by a particular weapon in the hands of given character will be more or less constant.”

The notion of dropping to-hit rolls may seem strange but here’s the crux: Against high hit points, to-hit rolls just turn into another damage-reduction mechanic. In fourth edition, everyone but minions has fairly high hit points and everyone hits about 60% of the time. The damage dealt in combat would work out about the same if we just assumed everyone always hits and multiplied everyone’s hit points by 1.67.

Of course, your to-hit percentage varies from a set percentage, because armor can make hitting more difficult. How can a system without to hit rolls account for armor class? In my post, “The brilliance of unrealistic hit points,” I explained how hit points in D&D function as an ingenious damage-reduction mechanic. Virtually every tabletop role-playing game that aimed for realism made armor reduce damage. In our hypothetical rules variant, why not use D&D’s damage-reduction mechanic to represent protective armor? Suppose different types of armor multiplied your hit points. Suppose high dexterity increased hit points, giving more ability to “turn deadly strikes into glancing blows,” just like the game says.

Does abandoning to-hit rolls seem crazy? It has been done.

Tunnels & TrollsTunnels and Trolls (1975) stands as the one early system that defied RPG hobby’s early mania for realism. Ken St Andre, T&T’s designer, aimed for greater simplicity. T&T drops the to-hit roll entirely. Combatants simply weigh damage rolls against each other. Like Tunnels & Trolls, most RPG-inspired video games seem to drop anything equivalent to a to-hit roll. The damage simply rises as you click away at your enemy.

Drawbacks of always hitting

While undeniably simpler, and probably about as realistic as D&D, the you-always-hit approach suffers three problems:

  • Especially with ranged attacks, rolling to hit fits real-world experience much closer than assuming a hit and skipping straight to damage. Technically speaking, skipping the to-hit roll feels bogus.
  • The two possible outcomes of a to-hit roll offer more drama than the mostly-average damage roll.
  • The to-hit roll provides intermittent, positive reinforcement to the process of making an attack.

You know all about positive reinforcement. It makes you stay up late chasing one more level when you should be in bed. Reinforcement that randomly rewards a behavior is more powerful than reinforcement that occurs every time. In a casino, the best bet comes from the change machines, which pay 1-for-1 every single time. Intermittent, positive reinforcement drives people to the slot machines. As the Id DM might say, “The variable ratio schedule produces both the highest rate of responding and the greatest resistance to extinction.” In short, hitting on some attacks is more fun than hitting on every attack.

Although D&D uses a d20 roll to hit, the game plays best when the odds of hitting stand closer to a coin flip. At the extremes, the math gets strange. For combatants who almost always hit, bonuses and penalties become insignificant. For combatants looking for a lucky roll, small bonuses can double or triple their chance to hit. Also, the game plays better when your chance of hitting sits around 60%. When your nears 95%, the roll becomes a formality. When your chance dwindles toward 5%, then the to-hit the roll feels like a waste of time, especially because beating the long odds probably still earns minimal damage.

When the chance of hitting stays between, say, 30% and 70%, the game reaps play benefits:

  • The to-hit roll provides intermittent, positive reinforcement to the process of making an attack.
  • Many attacks can hit and inflict damage, providing constant, positive feedback to players while everyone contributes to the fight.

So D&D designers face the challenge of arranging to-hit bonuses and armor classes so to-hit rolls require a result between a 6 and 14, a precious small sweet spot for all the levels, magic, and armor classes encompassed by the game. In practice, designers like to push your chance to hit toward the top of the 30-70% range, because while missing remains part of the game, it’s no fun.

The Palladium Role-Playing Game (1983) recognized the play value of the to-hit roll, but it avoided D&D’s problem of finessing to-hit bonuses and armor classes to reach a sweet spot. The game simply declares that “any [d20] roll above four (5 to 20) hits doing damage to the opponent.” Armor in the game takes damage, effectively serving as an additional pool of hit points.

In upcoming posts, I’ll discuss the very different steps the D&D Next and 4E designers took to find the to-hit sweet spot.

Next: Riding the power curve