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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
D&D 4E and psychology: Hit chance too low?
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<blockquote data-quote="Stalker0" data-source="post: 4613516" data-attributes="member: 5889"><p>As Nail shows, the math is already in that range, you are hitting in the expected 66% bracket.</p><p></p><p>I think the reason the perception is there is for 3 reasons:</p><p></p><p>1) The numbers assume a fairly optimized build. People don't want to lower their attack bonuses for any reason because they will fall from this "perfect" range. The difference between 70-80% hitting doesn't feel as much as from 60-70%, etc. In other words, the math assumes people will focus on attack bonuses.</p><p></p><p>2) Players didn't see the 66% pan out in 3e. Mainly because fights are shorter, you mainly saw your guy hit a monster a few times and kill him, and then those occasional fights when you couldn't hit the broadside of a barn. In 4e, with more rounds, you will likely in every fight see that 66% in action.</p><p></p><p>Further, in 3e because your damage was so high compared to monster's hitpoints, there was the perception that you just need a couple of hits in there to do the job. If you miss, you know that next attack will finish them off. In 4e, even if you hit 4 rounds in a row, you might not have killed your enemies, meaning if you miss that's even more rounds you have to fight.</p><p></p><p>3) The psychology doesn't apply to the limited use scale of 4e attacks. In 3e, a fighters attack were limitless. A wizard's attacks were few but often game changing. If the fighter missed, there always a full and powerful attack next round. If a wizard missed, well...it only takes 1 hit to seal the deal.</p><p></p><p>In 4e, all characters grow weaker as the fight goes on. Healing runs out, encounter and daily powers get used up. The players are on a time crunch to maintain their power. If you miss, you have likely to missed with a power that isn't coming back, and in those cases, a 66% hit chance may not feel like enough.</p></blockquote><p></p>
[QUOTE="Stalker0, post: 4613516, member: 5889"] As Nail shows, the math is already in that range, you are hitting in the expected 66% bracket. I think the reason the perception is there is for 3 reasons: 1) The numbers assume a fairly optimized build. People don't want to lower their attack bonuses for any reason because they will fall from this "perfect" range. The difference between 70-80% hitting doesn't feel as much as from 60-70%, etc. In other words, the math assumes people will focus on attack bonuses. 2) Players didn't see the 66% pan out in 3e. Mainly because fights are shorter, you mainly saw your guy hit a monster a few times and kill him, and then those occasional fights when you couldn't hit the broadside of a barn. In 4e, with more rounds, you will likely in every fight see that 66% in action. Further, in 3e because your damage was so high compared to monster's hitpoints, there was the perception that you just need a couple of hits in there to do the job. If you miss, you know that next attack will finish them off. In 4e, even if you hit 4 rounds in a row, you might not have killed your enemies, meaning if you miss that's even more rounds you have to fight. 3) The psychology doesn't apply to the limited use scale of 4e attacks. In 3e, a fighters attack were limitless. A wizard's attacks were few but often game changing. If the fighter missed, there always a full and powerful attack next round. If a wizard missed, well...it only takes 1 hit to seal the deal. In 4e, all characters grow weaker as the fight goes on. Healing runs out, encounter and daily powers get used up. The players are on a time crunch to maintain their power. If you miss, you have likely to missed with a power that isn't coming back, and in those cases, a 66% hit chance may not feel like enough. [/QUOTE]
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D&D 4E and psychology: Hit chance too low?
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