One of the conclusions reached in the grindspace threads lately was that an encounter will become a grind when players miss with their encounter and daily powers. Effective 4e play involves stacking bonuses so that these powerful attacks hit as often as possible to eat through the monster HP quickly.
In other words, the game runs more smoothly when players have as much control as possible on when their encounter/daily powers hit to avoid the effects of bad rolls which make combat a grind.
Given that, what was the 4e design rationale for changing the way that Action Points work from 3e (Eberron, Unearthed Arcana)?
By allowing an xd6 addition to a die roll, 3e Action Points allowed players to decide when they could turn a (near) miss into a hit.
4e action points allow players to control their economy of actions and to use more powers when they need to- but not alter the effects of bad rolls which lead to grindspace.
Has anyone heard the designers' reasons for the change in Action Points form 3e to 4e or have their own theory?
In other words, the game runs more smoothly when players have as much control as possible on when their encounter/daily powers hit to avoid the effects of bad rolls which make combat a grind.
Given that, what was the 4e design rationale for changing the way that Action Points work from 3e (Eberron, Unearthed Arcana)?
By allowing an xd6 addition to a die roll, 3e Action Points allowed players to decide when they could turn a (near) miss into a hit.
4e action points allow players to control their economy of actions and to use more powers when they need to- but not alter the effects of bad rolls which lead to grindspace.
Has anyone heard the designers' reasons for the change in Action Points form 3e to 4e or have their own theory?