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Chance to hit

Hiya!

Hitting often wasn't/isn't what we found "annoying" when we hit 4th to 6th level; we found monsters having oodles of HP's to be the offender. Besides, when you create a character with a focus on being accurate so he hits stuff...well, er...he will hit stuff more often. It sounds like you put a lot of pepper on your noodles and are complaining that the noodles taste like pepper. o_O

Anyway, HP's are what 5e's designers decided to use as their "balance" for monster difficulty, not AC. If you think you guys are hitting too often, don't worry. The 5e system is simple enough that the DM can just add X to every creatures AC and it won't break. I'd start at +2, so you can go up or down by 1 to get to where you guys like it.

I still think that Kenzer & Co's "Hackmaster" (the original '4th edition' based on 1e/2e) did the best of ANY D&D version for AC, To Hit, and HP ratio's. AC's were good, everything had a +20hp kicker (yes, that means Kobolds with 24hp's), but with being able to up your stats with Build Points, "penetration damage" (if you roll the highest on a damage die, you roll it again, with -1, and add; keep going until you stop rolling maximum), and Critical Hits and Fumbles...it all makes for a very nice "serious AD&D campaign".

^_^

Paul L. Ming
 

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Why not? OP is the same as those 'Game sucks, I quit' threads in every gaming forum ever. Some games, you can understand why they quit, even sympathize with them. But this OP obviously have a very unreasonable excuse for quitting, which is basically poor understanding of game mechanics or even basic math. Also, his post is short and does not even try to convince or put forth any argument, that i wonder if he is trolling.

If you want to quit then just quit, don't need to announce your departure, because nobody cares.

That is not really what OP said. The hit ratio was different than what was expected. They went back to 4e. However, the entire point of the thread was asking for analysis of a proposed fix, presumably as a means to play 5e again.
 



You are supposed to be able to fight lower-level creatures, which tend to have lower AC, though. That was one of the explicit design goals behind bounded accuracy, so you wouldn't ever need level 11 grunt orcs in your "Against the Orcs" campaign. And the game should also be expected to accommodate magic items without breaking in half. If the game doesn't work when you include magical items, then they aren't really an option.

Sure, and you can. You'll just end up running into the issue OP is. For a lot of people that won't be an issue, as you're supposed to be hitting creatures weaker than you most of the time.

As for magic items, I'm not sure how you could account for ones that give bonuses to hit WITHOUT it turning it an arms race like in previous editions - you have to have a +3 weapon or you won't be hitting often enough. Either you include it in the monster maths and games are assumed to have plenty of magic items floating around, or you don't and games that do have those items will find it too easy. You can't please everyone.
 

Thank you all for the answers.

The reason behind this is not to announce quitting, but to come up with a fix and basically a reason why to come back.

We play pretty much annually, sometimes twice a year for a full week when going on holiday, so we dont level up. We will be playing level 6 (or 7) and the HR we are somewhat decided on as of now are these:

-1 hit
+2 damage
When dealing damage with a weapon, which required an attack roll, roll again the damage die if you rolled the highest number (probably only for the PCs - it ramps up the unexpected damage numbers and allows for high damage hits, something like a crit)
 
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