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Does your DM hide their rolls?
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<blockquote data-quote="Starfox" data-source="post: 5104748" data-attributes="member: 2303"><p>Not trying to turn this into an edition war, but I think these comments do relate to how 4E differs from other games.</p><p></p><p></p><p>I don't agree. I feel there are too many die rolls in 4E. With so many rolls, none of them really matter; statistics makes it all pan out in the end. 4E is, even more than earlier editions, a game of attrition where the only result on the combat results table is "exchange". This was true in earlier editions at higher levels, but it is more true in 4E.</p><p></p><p></p><p>I find this sentiment common among 4E players. Combined with the earlier quote, my reflection is that 4E has little enough randomness to permit this kind of play to succeed. As a DM, if you use a level +4 encounter, you can be fairly sure its going to be "skin of your teeth" not "team wipe" - and the suspense is still there. For this to work, statistics <strong>have</strong> to "pan out in the end". I guess this is something 4E succeeded at - but also a point where it alienated some players.</p><p></p><p>For the opposite paradigm, try high-level Rune Quest. Most attacks in high-level Rune Quest had no effect whatsoever. Sure, they did hit, but they were also parried. They did a lot of damage, but this damage was absorbed by shields and armor. But the exceptional did happen. If one side scored a critical hit (a one-hit-in-20-event) and the other failed to parry (also a one-in-20-event at high levels), the attack went right trough all the beefed-up armor without losing any of its damage enhancers. Instant kill was the likely result. Compared to DnD, a fight in Runequest took about as long - only it was a low odds sudden death system rather than an attrition system. </p><p></p><p>My personal opinion is that high level fights in Runequest sucked and that high level D&D (all editions) works much better. Still, I feel 4E has gone too far in the direction of "pan out in the end".</p></blockquote><p></p>
[QUOTE="Starfox, post: 5104748, member: 2303"] Not trying to turn this into an edition war, but I think these comments do relate to how 4E differs from other games. I don't agree. I feel there are too many die rolls in 4E. With so many rolls, none of them really matter; statistics makes it all pan out in the end. 4E is, even more than earlier editions, a game of attrition where the only result on the combat results table is "exchange". This was true in earlier editions at higher levels, but it is more true in 4E. I find this sentiment common among 4E players. Combined with the earlier quote, my reflection is that 4E has little enough randomness to permit this kind of play to succeed. As a DM, if you use a level +4 encounter, you can be fairly sure its going to be "skin of your teeth" not "team wipe" - and the suspense is still there. For this to work, statistics [b]have[/b] to "pan out in the end". I guess this is something 4E succeeded at - but also a point where it alienated some players. For the opposite paradigm, try high-level Rune Quest. Most attacks in high-level Rune Quest had no effect whatsoever. Sure, they did hit, but they were also parried. They did a lot of damage, but this damage was absorbed by shields and armor. But the exceptional did happen. If one side scored a critical hit (a one-hit-in-20-event) and the other failed to parry (also a one-in-20-event at high levels), the attack went right trough all the beefed-up armor without losing any of its damage enhancers. Instant kill was the likely result. Compared to DnD, a fight in Runequest took about as long - only it was a low odds sudden death system rather than an attrition system. My personal opinion is that high level fights in Runequest sucked and that high level D&D (all editions) works much better. Still, I feel 4E has gone too far in the direction of "pan out in the end". [/QUOTE]
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