I like the take 10 mechanic, but the OP didn't include that as an option. I can only work with what I'm given.Why not just take ten?
Yeah, I ran with that one for a few months. We ended up dropping it for several reasons, not least of which that it restricted the range of monsters that I could use. Easy monsters were easier and hard monsters were harder.Wonder if anyone ever tried replacing the d20 with 2d10 for to-hit and skill check rolls in D&D.
The 60% to hit chance that he cites as the 4e standard seems a little low to me. I mean, maybe when the game was first made and if you weren't using a ton of synergy. These days though, its easy to optimize characters for a 70%+ base hit chance, and it is also easy to get massive synergy bonuses with even a modicum of thought. Plus, 4e characters often have a huge number of ways to make sure their most important attacks hit, e.g. action suge, lead the attack, elven accuracy, dark one's own luck. Point is, if the DM is designing fair encounters and the players are missing on their most important powers with any sort of consistency, there's a good chance they're either playing fairly suboptimal builds, or not using a lot of teamwork.
For my part, I'd say my characters hit about 75% of the time on ordinary attacks (higher if i'm playing a striker or going out of my way to optimize) and closer to 90% on really important attacks. To me that's basically ideal
Way to miss the forest for the trees. The meat of the argument is about the feel of misses and their relative importance. He could have chosen any number of examples, but chose WoW because it's a very stark difference from D&D in action economy. It is also a modern example that everyone is likely to have some familiarity with.His entire premise is flawed from the start.
D&D is not - and should never become - WoW. Aside from the emotional arguments that can be made, the games are just too drastically different. In fact, I'll even skip the number crunching, and instead say this:
You want to reduce grind in your game...so you're copying from an MMO?
Really?
There are two types of fights in WoW - trash mobs you steamroll, and non-trash mobs you get the wheel ready for. In a standard instance boss fight, it's typically a long ordeal that requires you to carefully whittle down the enemy's HP while doing whatever the particular gimmick of that fight is. Some fights have you running around a lot, some have you moving or attacking in patterns, others have classes do something special for it, etc, etc. But the main goal of the fight is the same - there's the boss, he has a giant amount of health, slowly bring him down.
That's not what D&D is - nor is it what D&D should be.
The heresy isn't the method of rolling. The heresy is the incredibly flawed - and, quite frankly, stupid - belief that D&D is supposed to be analogous to WoW. in the first place.
Way to miss the forest for the trees. The meat of the argument is about the feel of misses and their relative importance. He could have chosen any number of examples, but chose WoW because it's a very stark difference from D&D in action economy. It is also a modern example that everyone is likely to have some familiarity with.
That has nothing to do with "making D&D into WoW." Making that claim about his argument is a strawman, at best.
If you want to critique the actual argument, do that, but fixating on the window-dressing isn't helpful.
That's not what he was saying. You are blowing "take this example from WoW" completely out of proportion.Except his entire argument is built on "This isn't fun - take WoW for example."

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.