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D&D 3.x - Is It Too Easy To Hit Things?
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<blockquote data-quote="Herremann the Wise" data-source="post: 3313107" data-attributes="member: 11300"><p>In terms of a "game", I think D&D 3.x is spot on in terms of "fun" and keeping up the level of interest (hey, it is NO fun to miss). </p><p></p><p>As I mentioned before (and it was highlighted by MerricB) the hit point system acts as the supreme buffer. By the way this use of the term "buffer" is the chemistry based one, not the game-based one as in "buffing stats". The hit point system rounds out a lot of the pointy edges in terms of the system as a whole - most particularly, the attack bonus/AC system.</p><p></p><p>What I was referring to above in the original post was more the system as a simulation, rather than as a game. As a game, it is not worth tinkering with - I think it works fine. As a simulation though, it does fall a little short. The main impediment I think is the HP system; but to take away the HP system and replace it with something more realistic would introduce way too many complexities, causing ripples throughout the whole system.</p><p></p><p>What would be interesting is to look at the ACs of some "typical" in-game events and match them up with a cast of various PCs/NPCs/Monsters. I'll save this for a future post though.</p><p></p><p>As an aside, I think the greatest current disparity is the AC of a 1st level fighter wearing standard armor but not wielding a weapon at all and that same fighter as a 12th level fighter with exactly the same kit and wielding their chosen weapon. As is, their ACs would be identical (assuming no dex increases). In terms of a ranged attack trying to hit them, I'd say this would most likely be a fair case. In terms of a melee attack trying to hit them, it makes little sense. The more skilled and armed fighter should be significantly harder to hit due to having their weapon deflecting incoming blows. What are your thoughts?</p><p></p><p>As a second aside, huge monsters hitting PCs too easily makes perfect sense to me. This is also a perfect case of where the hp system buffers things just right. It is not supremely realistic but it does keep things fun at higher levels.</p><p></p><p>Best Regards</p><p>Herremann the Wise</p></blockquote><p></p>
[QUOTE="Herremann the Wise, post: 3313107, member: 11300"] In terms of a "game", I think D&D 3.x is spot on in terms of "fun" and keeping up the level of interest (hey, it is NO fun to miss). As I mentioned before (and it was highlighted by MerricB) the hit point system acts as the supreme buffer. By the way this use of the term "buffer" is the chemistry based one, not the game-based one as in "buffing stats". The hit point system rounds out a lot of the pointy edges in terms of the system as a whole - most particularly, the attack bonus/AC system. What I was referring to above in the original post was more the system as a simulation, rather than as a game. As a game, it is not worth tinkering with - I think it works fine. As a simulation though, it does fall a little short. The main impediment I think is the HP system; but to take away the HP system and replace it with something more realistic would introduce way too many complexities, causing ripples throughout the whole system. What would be interesting is to look at the ACs of some "typical" in-game events and match them up with a cast of various PCs/NPCs/Monsters. I'll save this for a future post though. As an aside, I think the greatest current disparity is the AC of a 1st level fighter wearing standard armor but not wielding a weapon at all and that same fighter as a 12th level fighter with exactly the same kit and wielding their chosen weapon. As is, their ACs would be identical (assuming no dex increases). In terms of a ranged attack trying to hit them, I'd say this would most likely be a fair case. In terms of a melee attack trying to hit them, it makes little sense. The more skilled and armed fighter should be significantly harder to hit due to having their weapon deflecting incoming blows. What are your thoughts? As a second aside, huge monsters hitting PCs too easily makes perfect sense to me. This is also a perfect case of where the hp system buffers things just right. It is not supremely realistic but it does keep things fun at higher levels. Best Regards Herremann the Wise [/QUOTE]
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