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<blockquote data-quote="KarinsDad" data-source="post: 4814408" data-attributes="member: 2011"><p>Just curious, but why not?</p><p></p><p>If 60% to hit is fun at level one, why is 40% to hit fun at level 29?</p><p></p><p>I would think the opposite should be the case. With fewer options at low level, the chance to hit can be somewhat less because the actual game play time is not slowed up as much by players deciding on their actions. With more options at high level, the chance to hit should be somewhat greater because the actual game play time is slowed up by players deciding on their actions.</p><p></p><p>It would seem that high level would be slower by definition everything else (including to hit) being the same. The DM and players both have more conditions to keep track of, more options to decide upon, more game interactions to take into account.</p><p></p><p>Player: "Can I move here and not get OAed?"</p><p>DM: "Well, remember that we have already seen that creature #3 has both reach and can OA with it."</p><p>Player: "Oh yeah. Forgot about that. What if I slide over here?"</p><p>DM: "You can do that, but you will enter the aura of creature #2 by doing that."</p><p>Player: "Shoot. What about...?"</p><p></p><p>Now, this is a bit of an exageration to get the point across (and some DMs might not be this helpful), but high level play is a LOT more complex and time consuming for many people than low level play.</p><p></p><p>So, why make the encounter drag out even more from say 10 rounds to 14 rounds (as an example) by decreasing the chance to hit?</p><p></p><p>From the "fun perspective", is it fun for an n+2 encounter to last 45 minutes of real time at level 1 and still fun for it to last 120 minutes (or more) of real time at level 30? Is it actually fun to miss 3 times out of 5 when the PC used to hit 3 times out of 5?</p><p></p><p>I'm not seeing the same level of fun here.</p></blockquote><p></p>
[QUOTE="KarinsDad, post: 4814408, member: 2011"] Just curious, but why not? If 60% to hit is fun at level one, why is 40% to hit fun at level 29? I would think the opposite should be the case. With fewer options at low level, the chance to hit can be somewhat less because the actual game play time is not slowed up as much by players deciding on their actions. With more options at high level, the chance to hit should be somewhat greater because the actual game play time is slowed up by players deciding on their actions. It would seem that high level would be slower by definition everything else (including to hit) being the same. The DM and players both have more conditions to keep track of, more options to decide upon, more game interactions to take into account. Player: "Can I move here and not get OAed?" DM: "Well, remember that we have already seen that creature #3 has both reach and can OA with it." Player: "Oh yeah. Forgot about that. What if I slide over here?" DM: "You can do that, but you will enter the aura of creature #2 by doing that." Player: "Shoot. What about...?" Now, this is a bit of an exageration to get the point across (and some DMs might not be this helpful), but high level play is a LOT more complex and time consuming for many people than low level play. So, why make the encounter drag out even more from say 10 rounds to 14 rounds (as an example) by decreasing the chance to hit? From the "fun perspective", is it fun for an n+2 encounter to last 45 minutes of real time at level 1 and still fun for it to last 120 minutes (or more) of real time at level 30? Is it actually fun to miss 3 times out of 5 when the PC used to hit 3 times out of 5? I'm not seeing the same level of fun here. [/QUOTE]
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