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<blockquote data-quote="Malicea" data-source="post: 4446682" data-attributes="member: 72790"><p>Except that you're ignoring the fact that 4E is <em>much</em> more reliant on the d20 to resolve everything than 3.5 - and that is where the problem lies. It was possible in 3.5 to stack odds on important attacks to the point where you could almost auto-hit, in a way that is mostly impossible in 4E. </p><p> </p><p>There was a plethora of dice-independent attacks, mostly limited by daily use, that could compensate for a streak of bad rolling, or avoid chance almost completely, during the more dangerous encounters. Having bad luck with dice? Fall back on a battery of Heals, Revivifies, Contingencies, True-Striking Maximized no-save spells, etc.</p><p> </p><p>It is by contrast, very possible for a 4E party, no matter how well-prepared, well-built and using however optimal tactics, to fall prey to streaks of 'bad luck', whether it is the GM rolling well, or players rolling badly. Bad initiative rolls, a crit or two on the only Leader (and healing is incidentally one of the few remaining examples of 'insurance' against bad streaks) and it could be over.</p><p> </p><p>This also the reason why maximizing the attack attribute and thus attack bonus is so important in 4E. Beyond even the gain in damage output, a simple +1 or +2 on the omnipresent attack roll can dramatically reduce the odds of an extended streak of bad rolls occuring, at least on the players' end.</p><p> </p><p>Apart from attack bonus, a party that wants to avoid eventual TPK by random chance (swinginess) would do well to feature a leader or two, and pick powers, especially Dailes, that have some 'sure-thing' effects, whether they are Effects, auto-damage, half-damage on miss, etc.</p></blockquote><p></p>
[QUOTE="Malicea, post: 4446682, member: 72790"] Except that you're ignoring the fact that 4E is [I]much[/I] more reliant on the d20 to resolve everything than 3.5 - and that is where the problem lies. It was possible in 3.5 to stack odds on important attacks to the point where you could almost auto-hit, in a way that is mostly impossible in 4E. There was a plethora of dice-independent attacks, mostly limited by daily use, that could compensate for a streak of bad rolling, or avoid chance almost completely, during the more dangerous encounters. Having bad luck with dice? Fall back on a battery of Heals, Revivifies, Contingencies, True-Striking Maximized no-save spells, etc. It is by contrast, very possible for a 4E party, no matter how well-prepared, well-built and using however optimal tactics, to fall prey to streaks of 'bad luck', whether it is the GM rolling well, or players rolling badly. Bad initiative rolls, a crit or two on the only Leader (and healing is incidentally one of the few remaining examples of 'insurance' against bad streaks) and it could be over. This also the reason why maximizing the attack attribute and thus attack bonus is so important in 4E. Beyond even the gain in damage output, a simple +1 or +2 on the omnipresent attack roll can dramatically reduce the odds of an extended streak of bad rolls occuring, at least on the players' end. Apart from attack bonus, a party that wants to avoid eventual TPK by random chance (swinginess) would do well to feature a leader or two, and pick powers, especially Dailes, that have some 'sure-thing' effects, whether they are Effects, auto-damage, half-damage on miss, etc. [/QUOTE]
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