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4E Races, Post-Essentials: Flexibility, You Say?
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<blockquote data-quote="AbdulAlhazred" data-source="post: 5278237" data-attributes="member: 82106"><p>Eh, just because you have a small population doesn't mean the probabilities are any less significant. There will be a higher variance, but even if the average PC only makes say 7 to-hit rolls on average per encounter that's a good number of rolls over the course of the character's lifetime. You only have to fail to beat an encounter by one hit one time for it to make a big difference in the outcome. </p><p></p><p>Anyway, it isn't about the 'single +1', it is about the fact that you need a LOT of little +1s here and there to add up to your good chance of hitting. Losing each one hurts. Gaining an extra one helps. Effectively dwarves got the equivalent of a free feat (and a good one) if they are playing a fighter. It IS non-trivial. </p><p></p><p>I still want someone to tell me why this whole change is 'adding flexibility'. I don't see that. It is just shuffling around which race is best at what. The EXACT same dynamics as before will drive players choices of race and class. The choices they end up with may be different, but how is that a better game? If players were already heavily influenced to play the best combinations then they will be still. If they were NOT heavily influenced to play the best combinations then the whole thing is irrelevant and they'll be just as happy with the old way as the new way.</p><p></p><p>The ONLY argument I've seen that really has any potential weight at all here is the one about games with heavily restricted choices of race. This is rather a corner case IMHO. It also isn't really entirely clear to me that even then the situation is really better with the new rule. It will heavily depend on exactly what races are and aren't allowed. I can see it being nice if you were excluding every race that was good at class X before and now a couple of them are better for that class, OK you may see more of that class show up. Remember though, every game has only so many PCs and all of them have a race and class. The actual distribution of races at the table is likely to have little to do with what is potentially best mechanically unless you have a lot of really serious optimizers, who are going to pick specific things regardless of what you do since something is ALWAYS best (at least in their view).</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 5278237, member: 82106"] Eh, just because you have a small population doesn't mean the probabilities are any less significant. There will be a higher variance, but even if the average PC only makes say 7 to-hit rolls on average per encounter that's a good number of rolls over the course of the character's lifetime. You only have to fail to beat an encounter by one hit one time for it to make a big difference in the outcome. Anyway, it isn't about the 'single +1', it is about the fact that you need a LOT of little +1s here and there to add up to your good chance of hitting. Losing each one hurts. Gaining an extra one helps. Effectively dwarves got the equivalent of a free feat (and a good one) if they are playing a fighter. It IS non-trivial. I still want someone to tell me why this whole change is 'adding flexibility'. I don't see that. It is just shuffling around which race is best at what. The EXACT same dynamics as before will drive players choices of race and class. The choices they end up with may be different, but how is that a better game? If players were already heavily influenced to play the best combinations then they will be still. If they were NOT heavily influenced to play the best combinations then the whole thing is irrelevant and they'll be just as happy with the old way as the new way. The ONLY argument I've seen that really has any potential weight at all here is the one about games with heavily restricted choices of race. This is rather a corner case IMHO. It also isn't really entirely clear to me that even then the situation is really better with the new rule. It will heavily depend on exactly what races are and aren't allowed. I can see it being nice if you were excluding every race that was good at class X before and now a couple of them are better for that class, OK you may see more of that class show up. Remember though, every game has only so many PCs and all of them have a race and class. The actual distribution of races at the table is likely to have little to do with what is potentially best mechanically unless you have a lot of really serious optimizers, who are going to pick specific things regardless of what you do since something is ALWAYS best (at least in their view). [/QUOTE]
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