Psion
Adventurer
harmyn said:Psion, first I must state that I failed to properly divide my previous post, only the Denial aspect at the beginning was directed at you.
Okay, fair enough. I apologize. It almost seemed like you were trying to tear my position down. I guess I should have clued in when you were refuting things I wasn't saying...
You claimed the new edition wasn't built on the assumption of amassed wealth and magic. I was pointing out that the entire CR system is based on the concept of characters having a certain level of wealth and magic at each level and if they don't then the charts become flawed and unworkable in terms of the highly praised "balance" in the new system.
That wealth guidelines assume you have a certain amount of wealth, and the CR system relies on this is a true statement. What does not follow is that it results in the supposed behavior you fault.
I see the wealth guidelines as an improvement from the previous position, not a fall from it. In prior editions, there WERE no wealth guidelines, and I can fairly say I saw more of a zeal for treasure accumulation, and, for that matter, more outlandishly treasure laden characters.
Further, since there is a wealth standard, and you know that CR guidelines are based on it, if you decide not to go by the wealth guidelines, you know what the wealth levels are below which it will require some rethinking/caution.
Having wealth guidelines helps, not hurts.
I do feel for those where were math deficient though and cannot grasp THAC0. But I am surprised that you or your group would have dificulties with that, but NOT with subtracting 5 off your to-hit rolls and adding 10 onto your damage if wielding a two-handed weapon.
Side point, I hate the double-for-two-handed power attack rule of 3.5 and refuse to use it. I use the same rules that apply to strength modifiers for weapons, which are arguably more complicated, but the players seem to take it in stride.
The problems I see with THAC0 are threefold.
First, it introduces an additional operation. I find that power attack is just another modifier to be rolled up into your modifiers in a single operation. And it is far from universal (I don't think I have a power attacking character in my current game.)
Second, one of those additional operations gets unloaded on the DM unless you advertise AC (which I consider bad policy). So not only is it an additional operation, the DM (who is busy enough) becomes a choke point for doing those operations.
Finally, an additional number is not as potentially confusing as introducing the possibility of subtracting negatives. Having seen some famous example of sign confusion in software engineering of all places, I know that humans tend to confuse the issue when it come to subtracting negatives, even though the operation isn't any more complicated for a computer.
As for the d20 mechanic, you completely avoided the fact that the actual DC needed to accomplish your task varies with just about every skill. So you roll and add numbers, if you have to keep looking up what the total number means in terms of success then its not that much faster really.
I don't find I have to do any such thing. More often than not, DCs are set by:
1) Numbers that are so frequently used that you memorize them (I could recite the concentration DCs in my sleep.)
2) Are set by opposed rolls or figured save DCs which are sitting right in front of you,
3) Don't have a published DC and are a matter of DM ajudication.
The fourth case, where I know there is a written DC and I want to use it, I'll look up. If I feel like it.

Last edited: