Quote:
Originally Posted by WalterKovacs The only thing that would have perhaps tipped them off would be if player A "hit" and player B "missed" [P.A. rolled a 10, P.B. rolled a 9] but because player A was say ... a rogue and player B was a fighter ... the fighter had a higher attack modifier. |
They probably weren't watching the
raw d20 rolls as closely, compared to the d20 rolls with all the modifiers added in.
Quote:
Originally Posted by WalterKovacs If the players pinned down what the monsters AC should be ... they'd notice that some of the time they are missing. |
For a single big solo monster, the AC could be determined more easily in this manner. I rarely had them fighting a single solo monster. In an encounter with 5 or 6 badguys, it gets harder keeping track of every single monster.
Quote:
Originally Posted by WalterKovacs Basically, the system speeds up play, but drawback is that it effectively causes player choices to be meaningless (in terms of building a character). It doesn't matter how you allocate skill points (other than "cannot be used untrained"). Weapon and armor choices don't matter, etc, etc, etc. All characters are effectively the same in terms of chances of hitting or being hit, etc ... |
The ironic part is that nobody noticed. Not even the "rules lawyer" guy. Though my 3.5E game was at lower levels (ie. below level 10). I suppose at higher levels, somebody could have started to notice, with so much bookkeeping and other stuff.