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Ampersand: Sneak Attack

Steely Dan said:
It was never easy to hand-waive positioning come 3rd Ed.
I found that it was. Really, flanking/not flanking is a binary trigger. That just leaves me to handwave relative distances between points.

Re: larger discussion about per encounter and per day abilities.

I've done some fighting in the past. I'm just guessing, but I can probably hurt someone the most with a kick to the pelvis. For some odd reason, I've never been in a fight where I kicked the other guy in the pelvis 12 times in a row, while never attacking him with my hands. That's what happens if you allow everything as an at will attack. It isn't realistic that you would use only your best possible attack, over and over. The ebb and flow of the fight will force you to use other, less optimal choices. I think its fine to represent this with a selection of at will abilities, some situational abilities, and some abilities you can only use a limited number of times. That's the least cumbersome way I can come up with to mimic something like how often in a fight you can throw a heavy kick instead of a quick jab.
 

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Chris_Nightwing said:
Crimson Edge has a 'Miss' entry - which I guess is like the 'you saved against my fireball' of 3E. So Fireball will probably read something like 'Fire blasts area X. Int vs. Reflex for ? + Int damage. Miss: Half damage.'

Im predicting a fighter ability that does 1/2 damage on a miss. Probably also a per day ability. Nifty!

Healing Surges = 6 + con mod
Best possiblity: Recover 1/4 your hp, useable only at 1/2 hp or less.

If it is an amount of hp gained, it does not scale.
If it a per ecnounter ability, it is wasted, 6 or more encounters in a day? 6 or more combat encounters happens only 0-2 times in each of my campaigns (6-18 months)
If it is at will then thats a lot of actions to spend healing,
since it does not give an amount I can only assume it is fixed, like 1/4 of hp. Else there is a new mechanic something like lvl 1-10 healing surge heals 2d6hp, lvl 11-20 4d6 ... etc

This sounds like a new game, very different from 3.x D&D
I wonder if I will like it?
 

Cadfan said:
Re: larger discussion about per encounter and per day abilities.

I've done some fighting in the past. I'm just guessing, but I can probably hurt someone the most with a kick to the pelvis. For some odd reason, I've never been in a fight where I kicked the other guy in the pelvis 12 times in a row, while never attacking him with my hands. That's what happens if you allow everything as an at will attack. It isn't realistic that you would use only your best possible attack, over and over. The ebb and flow of the fight will force you to use other, less optimal choices. I think its fine to represent this with a selection of at will abilities, some situational abilities, and some abilities you can only use a limited number of times. That's the least cumbersome way I can come up with to mimic something like how often in a fight you can throw a heavy kick instead of a quick jab.
Thank you so much for this. I think it's been implied by the designers, but this is a very good way to frame the rationale. While some folk may decry this as "gamist," the fact is that the per-encounter mechanic is often the best way to simulate how using special maneuvers would actually shake out in a combat, cinematic or realistic.
 

Cadfan said:
I found that it was. Really, flanking/not flanking is a binary trigger. That just leaves me to handwave relative distances between points.


What about ranges for weapons/spells etc, and players often get miffed at hand-waiving distances and range etc.

Basically, when I cracked opened the 3rd Ed PHB, I thought "Damn, I'm going to have to finally suck it up and use miniatures!"

Something easily avoidable in 1st/2nd Ed.
 

Steely Dan said:
What about ranges for weapons/spells etc, and players often get miffed at hand-waiving distances and range etc.

Basically, when I cracked opened the 3rd Ed PHB, I thought "Damn, I'm going to have to finally suck it up and use miniatures!"

Something easily avoidable in 1st/2nd Ed.
I never had a problem here. Most spells seemed to fall into two categories- shoots short, or shoots real far. Most aura effects also divided well into "near" and "far."

I kind of found that if you can handle Grover, you can hand wave 3e. It wasn't perfect, but it was good enough for government work.

http://www.youtube.com/watch?v=hf-HBMq9ggg
 

Primal said:
No, I don't think it takes too much effort ("extra work"), say, to give a monster lower-than-average HPs, right? Do you*really* think that a DM, who adjusts the "danger curve" of the campaign to match the party's abilities is using a "crappy" method?
Sure, it doesn't take much effort to give it lower HP, but it might not have the effect you want. A creature who hits for 60 damage on a single attack with +31 to hit but only has 1 hitpoint is still extremely dangerous to a 10th level wizard if it goes first. Just lowering hitpoints isn't sufficient to properly lower a monster's difficulty.

As for adjusting for a party's abilities being a crappy method: Yes it is. Because its almost always giving one party member an unfair advantage or disadvantage. The good method is to have balanced PCs, balanced rules, and balanced enemies so no adjustment is necessary.

Primal said:
I'm a bit baffled why you'd think that it would be "bad" or "not fun" if *all* the PCs get to "shine" , since I though this was one of the design goals in 4E? So some of the guys (e.g. those with better HPs) may occasionally get to be more "heroic" than they "normally" would at their level, but I never saw this "unbalancing" the game at all. And why would "weaker" monsters make for an "unbalanced" campaign, if the DM knows how to adjust their numbers and stats for a balanced encounter?
Alright, here's an example. You have 5 PCs. 4 of them rolled above average and 1 rolled below. They rolled: 90%, 80%, 70%, 60%, and 30% of max hitpoints respectively. Let's say they are fighter, barbarian, cleric, wizard, rogue respectively. Let's assume the rogue also skimped on his con since he's not all that knowledgeable about power gaming. His con is 12. The party is 20th level. The rogue has 60 hitpoints. Let's assume various ranges of powergaming amongst the rest of the party so their hitpoints are: 281, 441(while raging), 174, 86. The fighter and barbarian are both capable of power attacking and can do a combined damage of about 150 damage a round to most creatures of their level. The wizard can do another 75 or so damage by himself in a round.

Now the trick is to build an encounter that challenges the entire party, makes each member of the party feel like they COULD die if things go badly for them(including the barbarian) without dramatically increasing the chance that the rogue(or wizard) dies(and simply having the monster never attack the rogue doesn't count).

Compare that to the game where everyone has no con bonus and automatically rolls average hitpoints. They would have hitpoints of: 115, 136, 94, 52, 73. Now a creature that deals average 50 damage a round would be dangerous, but predictably so. You know that it'll take 2 rounds to kill any member of the group except the fighter and the barbarian and they'd die in 3 rounds. Now if you also know that the party does a combined average damage of about 100 per round, you know that if the monster has 195 hitpoints, it'll likely die in 2 rounds. Now we have an interesting battle. If the PCs roll below average, they might not kill it in 2 rounds and it'll get a 3rd round which might kill the fighter or barbarian. Unless the monster rolls low as well, or all(or some) of the PCs go before it in the 3rd round.

There are variables so nothing is certain, but on average, the party wins, only just barely. Therefore it has high tension and nail biting. However, you can only plan this sort of encounter when you can remove a bunch of the variables. If the monster gets + or - 100 HP than all the PCs could die. If the PCs have + or minus 50 HP then the encounter can lose all tension since they kill the creature long before being in fear of dying.

You just can't do that with the above example since any creature capable of threatening the Barbarian in less than 6 rounds kills the rogue in one hit. Anything that's capable of threatening more than one of the party in less than 10 rounds kills the rogue in one hit. That's what we call "unbalancing".
Primal said:
And the funny thing is that under the "normal" circumstances any one of use should have killed that BBEG in melee. Now, would this be a valid argument for static *attacks* in D&D?
No, that's what we call EXTREMELY bad luck. It happens now and then, but that much bad luck in a row is statistically very improbable(it really depends how many bad rolls caused it).

However, normally when a group of characters is all attacking the same monster, when one rolls low another rolls high and it comes out average. This is perfectly fine in terms of attack rolls or damage rolls. If you roll low one combat you might roll high the next.

However, compare that to a situation where one character rolls low on HP due to a string of bad luck while one of the others rolls well due to a string of good luck. Now, both players deal with the consequence of that roll every combat for the entire game.
Primal said:
You may seem to think that every PC must be "optimized" for combat, since that's the "heart and soul" of D&D, right? And "sucky" PCs are "badwrongfun", right? Yet I know many people who run campaigns in which "non-heroic" abilities and events play a much larger role. I tend to see it this way: if the basic premise of a campaign is interesting, I don't mind creating a "weak" (minimized) PC as long as the character is interesting and fun to play *and* has some sort of goals which are also possible to achieve in that campaign. If you want to play cobblers, blacksmiths and whatnot -- why should you not be able to play them in D&D? Is it because D&D *should* be about "monster bashing" and little else? Is variety in character options a bad thing, if it allows for "non-optimized" builds? I don't think so, if the DM and the players both know which sort of campaign a DM is going to run. So, maybe you don't like players who create "Tanks who can't do their job", but is that really the "heart" of the problem, or is it because you can't think of ways to work around this "problem"?
No, it's because I shouldn't have to work around it. When I say, "We're playing D&D next week, I'm running an adventure I bought. It's designed for 10th level characters, everyone make up a character and have it ready to start for the beginning of the session." I shouldn't then have to delay the start of the session by an hour as I go through all of the characters at the table to make sure they fit in with the plot of the adventure. I shouldn't have to go through the adventure with a marker changing the hitpoints of every creature in there because one player decided to make a poorly made character.

And even then, if I spend the effort to just reduce hitpoints I'm not going to get a full picture of what will happen as I mention above. I still might kill the whole party if they are all extremely unoptimized.

Even if I tell all my players "this is a very combat intensive adventure, make characters who are good at combat", it doesn't guarantee that any character THEY think is good at combat actually is if they aren't familiar with the rules.

I'd like a game that just works. Playing a non-combat game isn't wrongbadfun, it just isn't the default way to play the game. My games certainly have non-combat sections, sometimes large ones. But when I get to the combat portions of the game I don't want to slaughter the party simply because someone decided they didn't want to be good at combat. I'd like to have a game where I KNOW the game will be balanced in combat for everyone.
Primal said:
In 4E, assuming wizards get 8 points at 1st level and 4/level, he might have about 54-62 HPs (excluding Feats). So in 4E you're actually able to know which tactics everyone *should* use to take him down -- maybe even on round 1. So yeah, it's just for NPCs, but I think most DMs prefer using PC races and classes for BBEGs and I think it might prove to be a serious "flaw" in 4E.
I'm missing the part where this is a problem exactly.

We know the monster has 55 hitpoints. The fighter has an attack that does 2d6+4, the rogue has one that does 2d6+6, the cleric has one that does 1d8+3, the paladin has one that does 1d10+4. The rogue can do more damage when flanking. The paladin's attack gives a bonus to someone's ac when it hits and the fighter can push the creature back when he hits. The cleric can heal someone when he hits.

Now, how does the knowledge of the creatures hitpoints suddenly become a horrible flaw in the game? The players know approximately how long the combat will last with average damage? MAYBE it will cause them not to heal someone if they know the creature will die this round. However with attack rolls and damage being variable, would they even still risk it?
 

Cadfan said:
I found that it was. Really, flanking/not flanking is a binary trigger. That just leaves me to handwave relative distances between points.
Yeah, it just reduces the tactical nature of the game. When everyone is fighting a gargantuan creature there are a lot of ways to flank it. However, it's also good to know if you can move into a flanking position with a 5-ft step or if it'll take a move action or a double move. Also, is the terrain between me and the enemy? If it happens to be in the square I'm trying to 5-ft step into then I can't do it. Am I within 20ft of the mage so that his special ability affects me? What about within 30ft of the cleric so he can cast Delay Death on me if I drop? Am I within 30 ft of both the goblin behind the rock and the goblin coming through the door because I'd like to get point blank shot on both of them? My boots let me move 5ft further this round, do they make the difference between being able to charge or not?

I know the couple of times I've tried to DM without a battlemat I always handwaived distances so that I didn't have to keep track of exact numbers. And I KNOW I wasn't very accurate a number of times. My players lived in a weird world where two PCs would be 40 feet apart but the monster who was in melee with one of them was 30 feet away from the other one(and yes, the monster was on the OTHER side of the PC, further away). But rather than keep track of exact numbers I'd just guess a lot. Numbers changed from round to round and I was often willing to reply yes to just about anything:

"Can I get there in a single move?" "Sure, it's about 30 feet away." "I only move 20, I'm a dwarf." "Well, you can still make it there." "Can I make it there? I only move 10 right now." "Umm, sure, what the heck."
 

Cadfan said:
Daggers - big stabby knives, and shuriken - little throwy knives. This is probably for the best. I never liked that all daggers came perfectly balanced for throwing. In real life, not all knives are throwing knives. They're small, so you CAN throw them, but that's probably best represented by rules for throwing random objects like daggers, warhammers, chairs, etc.
I don't mind throwing knives and shurikens being treated as mechanically and functionally identical, but it puzzles me that they would use the name "shuriken" in a categorical sense when it's a lot more of a specific reference than "throwing blade".

The rogue-with-a-rapier was a 3eism. Now, someone needs to be fighting with a rapier, and it might be the rogue- but one way to handle this, I'm thinking possibly the best way, is to make the rapier genuinely better than the shortsword, and then charge the rogue a feat to access it. This would suck in 3e because the damage difference is so small, but if in 4e this is not the case, it would be worthwhile.
It may be reasonable to treat rapiers as short swords. Again, they fill a similar niche as "light one-handed blades".

people are going to miss sneak attacking with greatswords, but honestly, its not just about the sneak attack. Its also about Deft Strike and other attacks that don't make as much sense when you do them with a giant cleaver.
Gotta disagree there. I think a crazy little "brawny rogue" leaping out of the shadows with a big machete and lopping off a head is very fitting. I don't mind if it requires a feat or something, but I gotta say I hated Mearls pulling this "light-one-handed-weapon-only" stuff in Iron Heroes with the harrier. It's a concept-killer.
 

Cadfan said:
Re: larger discussion about per encounter and per day abilities.
I've done some fighting in the past.
So have I, but for me I'd use my best attack every time (AMRAAM) then I'd be out of missiles and go home! Probably not relevant to the discussion ;)
However I used to do a lot of fencing and it is the same thing- you can't do your best mvr every time.
Cadfan said:
I'm just guessing, but I can probably hurt someone the most with a kick to the pelvis. For some odd reason, I've never been in a fight where I kicked the other guy in the pelvis 12 times in a row, while never attacking him with my hands. That's what happens if you allow everything as an at will attack. It isn't realistic that you would use only your best possible attack, over and over. The ebb and flow of the fight will force you to use other, less optimal choices. I think its fine to represent this with a selection of at will abilities, some situational abilities, and some abilities you can only use a limited number of times. That's the least cumbersome way I can come up with to mimic something like how often in a fight you can throw a heavy kick instead of a quick jab.
This simple explanation, that in 'real' martial action (whether unarmed or blunted swords or whatever) the circumstances of a fight mean that you can only use certain attacks at a certain point, mean I have no problems at all with 'per' powers. Add in a bit of tiredness and luck. 'Per' powers make great sense.
 

I also don't know why people don't like the "build" options. "Build" = "ranger combat style, except for more character classes than just rangers now."
 

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