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blogger on 5e: no-roll-to-hit-rationale

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So, what are your reactions to this post?
I wouldn't touch that 5e with an 11 foot pole.

But the article does not suggest elimination of randomness.
I think it does. At least it suggests strongly minimizing risk in favour of "tactical thinking".

This is definitely not what I want in an rpg. For simulation reasons obviously and because I like rolling dice. Missing may not be fun but it's the possibility of failure that makes success exciting (I'm with stereofm, chess and purely tactical games can be challenging and interesting but I would never call them fun in the same way as dnd. I'm not a big "eurogame" fan either)

The only point I would agree on is redundancy, but I'd rather scrap the damage roll than the to-hit roll. I want a chance of missing.

In other words:
I wouldn't want to play that game (for pretty much the same reasons I don't really enjoy 4E).
 

Upon reading the article and its comments my initial reaction was "are these people playing the same game I am?" Or more precisely, are they even playing 4E or just making broad assumptions like, "attacks miss most of the time".

I'm not going to present an opposing criticism to the article because Cadfan posted pretty much what I had in mind. I would only add that if 4E "emphasizes tactical thinking" , it conveniently ignores much of its long history including that DND was born out of a tactical wargame.

I see many somber posts in that thread saying that they could see the designers totally ditching the D20. Where people see the dice as a sacred cow for the pyre, I can only see that as so much axe-grinding.
 

Full of sound? Check.

Full of fury? Definitely getting there. Check.

Signifying nothing? Definitely check.

Macbeth says "thread closed." Let's start the new week off with a deep breath of fresh air.
 

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