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Forked Thread: Eliminating the "Miss"
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<blockquote data-quote="Stalker0" data-source="post: 4855845" data-attributes="member: 5889"><p>I agree that missing causes disappointment and perhaps lack of fun but I don't know if that's the end of the story.</p><p></p><p>There's something to be said for the excitement of overcoming a hard challenge through a series of good rolls. There's the agony of an easy challenge suddenly becoming hard due to bad rolls, etc.</p><p></p><p>Further, I think one of the leading attributes to grind in 4e is the factor that combat can get to a point when the outcome is very predictable. I think there are two factors to that.</p><p></p><p>1) Lack of important nonrenewable resources. In 4e I will get all my encounter powers back at the end of the fight, I will also get all of my health back. Now I may burn healing surges, but in most adventurers I've been in the lack of surges isn't normally a factor. In 3e you did have wands and the like that could get you back up to full but at least you were consuming something. In 4e there is no sideeffect of finishing the fight.</p><p></p><p>2) Lack of unpredictability. This to me is where the miss rule argument really plays in. When you get down to the end of 4e combat everyone knows where they stand in certain cases. I know what the monster can do, I know what I can do, and we play out the numbers until one of us dies. You can't do that in a combat where if the monster happens to hit you twice in a row, one of those being a crit, suddenly you may be unconscious or perhaps on very lucky rolls even dead.</p><p></p><p></p><p>So ultimately number 2 is where I wonder how effect a no miss rule would be. How much fun would a combat be if you pretty much knew the monsters effect ahead of time?</p></blockquote><p></p>
[QUOTE="Stalker0, post: 4855845, member: 5889"] I agree that missing causes disappointment and perhaps lack of fun but I don't know if that's the end of the story. There's something to be said for the excitement of overcoming a hard challenge through a series of good rolls. There's the agony of an easy challenge suddenly becoming hard due to bad rolls, etc. Further, I think one of the leading attributes to grind in 4e is the factor that combat can get to a point when the outcome is very predictable. I think there are two factors to that. 1) Lack of important nonrenewable resources. In 4e I will get all my encounter powers back at the end of the fight, I will also get all of my health back. Now I may burn healing surges, but in most adventurers I've been in the lack of surges isn't normally a factor. In 3e you did have wands and the like that could get you back up to full but at least you were consuming something. In 4e there is no sideeffect of finishing the fight. 2) Lack of unpredictability. This to me is where the miss rule argument really plays in. When you get down to the end of 4e combat everyone knows where they stand in certain cases. I know what the monster can do, I know what I can do, and we play out the numbers until one of us dies. You can't do that in a combat where if the monster happens to hit you twice in a row, one of those being a crit, suddenly you may be unconscious or perhaps on very lucky rolls even dead. So ultimately number 2 is where I wonder how effect a no miss rule would be. How much fun would a combat be if you pretty much knew the monsters effect ahead of time? [/QUOTE]
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