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General Tabletop Discussion
*Dungeons & Dragons
5th Edition is Right About Lower Bonuses
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<blockquote data-quote="Li Shenron" data-source="post: 5931766" data-attributes="member: 1465"><p>I don't understand your opinion... You're first saying that there is a problem in automatic successes/failures, then you say that the problem is in still having a minimum 5% chance. Which one do you think should be the "right" case for the game to make more sense?</p><p></p><p>I wouldn't have a problem with a 5% minimum to represent an inherent limitation to the reliability of magic, although we did <em>not</em> have the 5% rule on ST in our games (the RAW had it only for attacks, it was more the gamers base who still wanted to have it for ST too). But I <em>would</em> have a problem with skills and several types of checks, if this rules allowed the most incompetent person to achieve something with a skyrocketed DC, or the most competent person to fail when doing something trivial.</p><p></p><p></p><p></p><p>The problem is IMHO that it is quite hard to define what is a <em>reasonable</em> chance. It all boils down to <em>how often</em> you succeed/fail (indeed a basic meaning of probability after all). </p><p></p><p>But there are some things for which "reasonable" can mean 50% or even lower, for example opening a lock, at least because the penalty for failure is not deadly and you can find alternative ways to do it, and when the probability is not too high then succeeding is rewarding. </p><p></p><p>OTOH there are other things such as jumping over a chasm where failure often equals death of the character, and you definitely do not want that to happen often! Even 20% failure chance can be too much. </p><p></p><p>And then there are other things which are more complicated because each roll is only part of something bigger, e.g. attack rolls. The actual success rate of your attacks is not so important, what is important is your success rate at the whole encounter, but even that is complicated by the fact that there is a huge difference between a 90% chance of winning a certain combat with no PC losses and same probability but with possible PC losses. Secondarily, the success rate of your attacks determine (but not exclusively) the average length of a combat.</p><p></p><p></p><p></p><p>This is true. Also I think that in 5e they not only want to flatten the numbers but also reduce the number of stacking bonuses, to keep things simpler.</p></blockquote><p></p>
[QUOTE="Li Shenron, post: 5931766, member: 1465"] I don't understand your opinion... You're first saying that there is a problem in automatic successes/failures, then you say that the problem is in still having a minimum 5% chance. Which one do you think should be the "right" case for the game to make more sense? I wouldn't have a problem with a 5% minimum to represent an inherent limitation to the reliability of magic, although we did [I]not[/I] have the 5% rule on ST in our games (the RAW had it only for attacks, it was more the gamers base who still wanted to have it for ST too). But I [I]would[/I] have a problem with skills and several types of checks, if this rules allowed the most incompetent person to achieve something with a skyrocketed DC, or the most competent person to fail when doing something trivial. The problem is IMHO that it is quite hard to define what is a [I]reasonable[/I] chance. It all boils down to [I]how often[/I] you succeed/fail (indeed a basic meaning of probability after all). But there are some things for which "reasonable" can mean 50% or even lower, for example opening a lock, at least because the penalty for failure is not deadly and you can find alternative ways to do it, and when the probability is not too high then succeeding is rewarding. OTOH there are other things such as jumping over a chasm where failure often equals death of the character, and you definitely do not want that to happen often! Even 20% failure chance can be too much. And then there are other things which are more complicated because each roll is only part of something bigger, e.g. attack rolls. The actual success rate of your attacks is not so important, what is important is your success rate at the whole encounter, but even that is complicated by the fact that there is a huge difference between a 90% chance of winning a certain combat with no PC losses and same probability but with possible PC losses. Secondarily, the success rate of your attacks determine (but not exclusively) the average length of a combat. This is true. Also I think that in 5e they not only want to flatten the numbers but also reduce the number of stacking bonuses, to keep things simpler. [/QUOTE]
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