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D&D Next Blog - Wizards Like to Roll Dice Too
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<blockquote data-quote="Falling Icicle" data-source="post: 5816770" data-attributes="member: 17077"><p>One of the biggest advantages of 4e's roll vs static defense mechanic is that it allows all spells to not only miss, but to crit also. I like being able to crit with a fireball. In a system where the enemy rolls the reflex save, that doesn't happen. I'd also like to see a "crit" mechanic for non-damaging spells. This is an area of design space that static defenses makes possible and that I would like to see explored. For example, maybe a charm spell charms a monster on a hit, or dominates it on a crit. A sleep spell might slow on the first round, and put to sleep on the second, but a crit would put the target to sleep immediately. There are many possibilities.</p><p></p><p>Another thing I think is nice is that it gvies a certain degree of uniformity to the rules. Spells can still do fantastic things, but they still work in the same basic way that melee attacks do when it comes down to rolling to "hit." As for the player desire to roll saving throws, I get that. But is it really that big of a deal? Players don't roll their AC, even though that is just as important as saving throws. And as 4e demonstrated, you can use static defenses and still have rolled saving throws be a big part of the game.</p><p></p><p>So my vote is to do it the 4e way. Against save-or-suck effects, let the player roll to save on following rounds. That save doesn't need to be coin toss either, it can have a DC that is set by the caster. I think that gives the best of both worlds. Players still get to roll saves to break out of lasting effects, but the initial attack roll would be against static defenses.</p></blockquote><p></p>
[QUOTE="Falling Icicle, post: 5816770, member: 17077"] One of the biggest advantages of 4e's roll vs static defense mechanic is that it allows all spells to not only miss, but to crit also. I like being able to crit with a fireball. In a system where the enemy rolls the reflex save, that doesn't happen. I'd also like to see a "crit" mechanic for non-damaging spells. This is an area of design space that static defenses makes possible and that I would like to see explored. For example, maybe a charm spell charms a monster on a hit, or dominates it on a crit. A sleep spell might slow on the first round, and put to sleep on the second, but a crit would put the target to sleep immediately. There are many possibilities. Another thing I think is nice is that it gvies a certain degree of uniformity to the rules. Spells can still do fantastic things, but they still work in the same basic way that melee attacks do when it comes down to rolling to "hit." As for the player desire to roll saving throws, I get that. But is it really that big of a deal? Players don't roll their AC, even though that is just as important as saving throws. And as 4e demonstrated, you can use static defenses and still have rolled saving throws be a big part of the game. So my vote is to do it the 4e way. Against save-or-suck effects, let the player roll to save on following rounds. That save doesn't need to be coin toss either, it can have a DC that is set by the caster. I think that gives the best of both worlds. Players still get to roll saves to break out of lasting effects, but the initial attack roll would be against static defenses. [/QUOTE]
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