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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="darkwing" data-source="post: 4641601" data-attributes="member: 69001"><p>I thought I wrote it down somewhere. Ah here it is, right in the part you quoted. Anyway, here are the primary reasons:</p><p></p><p>This is the main reason. The group members should be balanced with each other. Attribute selection can make some characters more effective in combat than others. A little bit of difference is ok, but when you're talking the difference between +4 and +0, it's a bit much. Why doesn't everyone just give themselves the best hit attribute? Well, often they do, but when you make a choice mandatory, it's not really a choice and just adds needless complexity to the game.</p><p></p><p>Attributes limit what you can be good at skill wise, limiting "concept" customization. They imbalance maximum skill levels among party members, making good fun skill challenges difficult for the DM (either too easy for some of the members or too hard for others).</p><p></p><p>This is kind of a throw away line, but the point is, if WotC completely eliminated attributes, the "core" of gameplay would still be there (and more balanced at the same time).</p><p></p><p>This is a biggie. If you're a new player to the game, or don't want to spend a lot of time researching attribute requirements for feats, attribute selection is a hassle. Or you just pick what you think you might need but then later on if you find a feat you don't have attributes for, or you just don't hit often enough, etc... you can't retrain them. Why should so much research be front loaded for the player? Ideally one should be able to make a character in under 10 minutes without screwing oneself because one didn't read the entire power and feat sections for their character for the next 29 levels.</p></blockquote><p></p>
[QUOTE="darkwing, post: 4641601, member: 69001"] I thought I wrote it down somewhere. Ah here it is, right in the part you quoted. Anyway, here are the primary reasons: This is the main reason. The group members should be balanced with each other. Attribute selection can make some characters more effective in combat than others. A little bit of difference is ok, but when you're talking the difference between +4 and +0, it's a bit much. Why doesn't everyone just give themselves the best hit attribute? Well, often they do, but when you make a choice mandatory, it's not really a choice and just adds needless complexity to the game. Attributes limit what you can be good at skill wise, limiting "concept" customization. They imbalance maximum skill levels among party members, making good fun skill challenges difficult for the DM (either too easy for some of the members or too hard for others). This is kind of a throw away line, but the point is, if WotC completely eliminated attributes, the "core" of gameplay would still be there (and more balanced at the same time). This is a biggie. If you're a new player to the game, or don't want to spend a lot of time researching attribute requirements for feats, attribute selection is a hassle. Or you just pick what you think you might need but then later on if you find a feat you don't have attributes for, or you just don't hit often enough, etc... you can't retrain them. Why should so much research be front loaded for the player? Ideally one should be able to make a character in under 10 minutes without screwing oneself because one didn't read the entire power and feat sections for their character for the next 29 levels. [/QUOTE]
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D&D 4E and psychology: Hit chance too low?
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