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Old 10th February 2012, 09:44 PM   #1 (permalink)
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D&D Next Blog - Wizards Like to Roll Dice Too

New blog Article Wizards Like to Roll Dice examining the relationship between combat fighters and spellcasters when it comes to actually rolling dice on the table. Some polls show some very strong feelings about the issues.
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Old 10th February 2012, 09:51 PM   #2 (permalink)
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Quote:
In 4th Edition, this problem was fixed by making everything an attack against a particular defense. But in doing so, it took away the idea of saving throws as something you roll, which is something pretty integral to the game.
IMHO, changing magic to be attacks vs. static defenses was one of the best changes they made for 4E, and I am extremely disappointed that they chose to back to a boring, no-roll magic system. There is nothing more anticlimactic than having a spell fail, and not even because of your dice.

Comments
  
  Agree
  
  I feel better if my miss is because of my poor roll, not bad guy's lucky roll.
  
  +1 agreed this beginning to feel like going backwards rather than innovation
  
  The retconning level of D&d Next is too damn high!
  
  Agree - spell casters should get to hit rolls too!
  
  Totally agree!
  
  Roll vs. Defense for the win!
  
  Agreed. How could Monte call saves like this integral?
  
  Taking a step back is a bad move on Monte's part
  
  Agreed!
  
  Indeed. I hope WotC is listening!!! Sadly, I think they're more interested in pooping on 4e because the h4ters eat it up...
  
  Here here!
  
  I agree
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Old 10th February 2012, 10:08 PM   #3 (permalink)
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Quote:
Originally Posted by Halivar View Post
IMHO, changing magic to be attacks vs. static defenses was one of the best changes they made for 4E, and I am extremely disappointed that they chose to back to a boring, no-roll magic system. There is nothing more anticlimactic than having a spell fail, and not even because of your dice.
The thing I never liked about saving throws was how darn confusing they often were.
EX: NPC casts X against me.
"Well what's my DC against his attack?" I ask.
"Well roll and see."
*I roll* "Did I make it?"
"*answer*"

Attacks against specific defenses was clear and clean cut, either you hit, or you didn't. Spell DCs were confusing, sometimes they were higher, sometimes they were lower, casting "charm person" as an attack against my will made sense. I didn't have to attempt to save against it, I just knew if I was or was not charmed.

Not to mention, spell saves and rolling saves in general, makes for a lot of work, especially on the DMs side, as he's running half a dozen critters that all may have different saves against all kinds of spells with different saves.

EDIT: also, that last poll question, how do you give a straight answer to that?

Comments
  
  I agree. Spell DC's are confusing and too much work for me also. :)
  
  I also agree
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Old 10th February 2012, 10:13 PM   #4 (permalink)
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Saving Throws were a rejection of Attack roll "Be hit and die, you just take it either way".

Instead of an all or nothing result from an attack Saving Throws allowed degrees of success (without a second roll like for damage).

The biggest reason for Saving Throws was they could cover a mass amount of creatures without a single effect (like a spell) wiping the entirety out with one roll. Die rolls added in variability and chance, but averages could still be balanced. Fireballs are "about this damaging" to every person in the area of effect strongly defined.

Saving Throws also put the dice back in the player's hands when it comes to the more nasty stuff, which typically are condition effects (again, often from spells). Damage could be soaked, conditions couldn't be. So having the roll in your hands felt a lot better than not having it.

EDIT: And yes, with Saving Throw target numbers on your sheet you knew what you needed to succeed. Unless of course the caster was using some magic to make it even harder. :evil:
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Old 10th February 2012, 10:18 PM   #5 (permalink)
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Making every offensive action an attack against a defense was one of the good ideas of 4E. Having weapon attack be attack rolls and magic attacks be saving throws was just a weird idea in the first place. Preserving that inconsistency out of nostalgia is pointless.

Keeping the saving throw around in various forms is fine, but there is no need to keep the artificial weapon/magic split in how combat works.

Comments
  
  Agree. Nostalgia for nostalgia's sake leads to bad game design.
  
  Yes!
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Old 10th February 2012, 10:28 PM   #6 (permalink)
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I didn't see in those polls the option to say that single target stuff (whether weapon or spell) should require a mechancially consistent target roll. However area effects are different enough, and have separate enough needs, that a different mechanical option for them woudn't hurt. Traditional saving throws could be used for the latter.

Of course, I don't guess they would go with the Hero System solution of requiring an attack roll to target the origin point of an area effect, and then allow the poor saps caught in it to make a decision by trying to block, shrug off the effect, or "dive for cover". If you really want to see wizard and fighters sweat the rolls and feel like they matter, let the wizard misplace his fireball slightly and then let the fighter decide what to do about it.

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  Just what I was thinking.
  
  Different spells with different mechanics. Like magic.
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Old 10th February 2012, 10:33 PM   #7 (permalink)
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Opposed rolls is great. People love rolling dice, they feel like they're in control more that way (even if that's really not the case).

I'd also abolish AC in favor of a Defense roll, but that sacred cow is not going to the slaughterhouse any time soon, I'm sure.

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  I like opposed rolls too. Swinginess flattens the game which is also a good thing.
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Old 10th February 2012, 10:37 PM   #8 (permalink)
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Opposed rolls is great. People love rolling dice, they feel like they're in control more that way (even if that's really not the case).

I'd also abolish AC in favor of a Defense roll, but that sacred cow is not going to the slaughterhouse any time soon, I'm sure.
We could compromise. Everything is an opposed roll, but the DM can take 10 to speed everything up.

Comments
  
  I approve.
  
  Sure. Sounds like a very solid rule.
  
  for the win
  
  Heh
  
  Sounds good. Until the DM decides to not speed things up. ;)
  
  Yessiree
  
  Sounds good.
  
  Not a bad idea
  
  Now we are talking. Good alternative rules for every taste will win the day.
  
  Not sure I completely agree but food for thought!
  
  Always enjoyed opposed rolls. You feel more involved that way.
  
  Interesting idea!
  
  I find that great, but why not let Players take 10 as well, as long as it is decided before the dice are rolled?
  
  This
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Old 10th February 2012, 10:46 PM   #9 (permalink)
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This blog just goes to show Monte Cook knows absolutely nothing about 4E if he thinks it did not have have saving throws that you roll. I am pretty sure he shouldn't be allowed to mention 4E in any of his blogs anymore.

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  Agree!!!!
  
  Sad but true. It makes me cringe for the future of the game that they put someone in charge that hates some of the game'...
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Old 10th February 2012, 11:06 PM   #10 (permalink)
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Quote:
Originally Posted by TwinBahamut View Post
Making every offensive action an attack against a defense was one of the good ideas of 4E. Having weapon attack be attack rolls and magic attacks be saving throws was just a weird idea in the first place. Preserving that inconsistency out of nostalgia is pointless.

Keeping the saving throw around in various forms is fine, but there is no need to keep the artificial weapon/magic split in how combat works.
I think it's another psychological element. Some players don't like being told "you get hit with fear and run away" without being at least able to try to resist. Even if the resistance was their Will Defense. The roll is more powerful for them.

Back in 2e I had a character who got turned by a high-level cleric, and I remember being vaguely upset that I couldn't roll something to resist the effect.
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Old 10th February 2012, 11:06 PM   #11 (permalink)
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Those poll questions are horribly worded. I can't tell what exactly I'm voting for or against. What kind of feedback are they possibly getting from those?

To answer the question, I want opposed rolls with a take 10 option if it makes sense. Caster rolls a magic attack roll and opponent rolls the appropriate defense against it. Best of both worlds.
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Old 10th February 2012, 11:08 PM   #12 (permalink)
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Originally Posted by CasvalRemDeikun View Post
This blog just goes to show Monte Cook knows absolutely nothing about 4E if he thinks it did not have have saving throws that you roll. I am pretty sure he shouldn't be allowed to mention 4E in any of his blogs anymore.
You know, he's probably never even read the books. I bet he can't even read.
And he punched kittens.

Most humorous when a previous blog post triggered waves of Monte hate... only to later learn it was written by Rob Schwabe. Cue the confused backpedaling.

See, here's what I don't get. I don't agree with Jonathan Tweet's choice to push 3e in a skills heavy direction. I think it diffused the strength of a class based game. I also think he really, really loved Runequest too much. But I don't hate the guy. He seems like a nice bloke.

I guess I'm just mellow in my old age.

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  For mellowness....it does come with age...
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Old 10th February 2012, 11:11 PM   #13 (permalink)
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Originally Posted by Dragonblade View Post
Those poll questions are horribly worded. I can't tell what exactly I'm voting for or against. What kind of feedback are they possibly getting from those?
Taking into account what Wizards pulled with their recent Mirrodin Pure/New Phyrexia sthick, they're probably only looking for feedback to support what they already think should happen.
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Old 10th February 2012, 11:35 PM   #14 (permalink)
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Bad polls are bad.

Anyway this is is how I'd like it.

Wizard rolls attacks against Target's Static Defense

Magic Rays and Arrows (Offensive Conjurations)
Magical Touches that only deal damage or have a 1 turn effect
Cantrips

Target rolls saving throws against Wizard's Static Difficulty class
Physical spells that home on the target or create area effects (Most Evocations and Most Nercomancy)
Wizard rolls attacks against Target's Static Defense, then
Target rolls saving throws against Wizard's Static Difficulty class to remove effect
Powerful spells that have durations (Enchantments, Illusions, and Transmutations)

Wizard and Target make Opposed rolls

Counterspells

No rolls except for certain conditions

Magic Missile
Scrying
Movement into spells that create areas of effect and structures
Nontargeting spells
"Harmless" Defensive and Utility spells (Abjuration and Divination)

Comments
  
  very nice, I like it, though I'm not sure they have that much "complexity"
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Old 10th February 2012, 11:39 PM   #15 (permalink)
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Originally Posted by CasvalRemDeikun View Post
This blog just goes to show Monte Cook knows absolutely nothing about 4E if he thinks it did not have have saving throws that you roll. I am pretty sure he shouldn't be allowed to mention 4E in any of his blogs anymore.
Saves in 4E aren't the same thing. Saves in 4E are a duration mechanic, but I understand your point.

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  so true
  
  correct
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