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General Tabletop Discussion
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Has D&D Combat Always Been Slow?
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<blockquote data-quote="Don Durito" data-source="post: 8149785" data-attributes="member: 6687260"><p>It's not the missing that's frustrating - it's the powerlessness. The feeling that your actions don't matter. Adding hit points and increasing hit chance actually feeds into that same powerlessness to an extent. At a certain point it becomes worse - If I have a 25% Hit chance but will take out the enemy on a single hit - then there's some tension. If have a 95% hit chance, but know that it will take 4 hits to knock it out then there's no tension.</p><p></p><p>One reason that hit chance has been raised is that flanking has been lost. Flanking is something you can do to mitigate against missing - it potentially puts you in a dangerous position yourself - so you have a meaningful decision to make.</p><p></p><p>I think the big thing that matters in rpgs is "Can I do something meaningful on my turn?". This is tuned slightly differently to crpgs because it takes longer per turn.</p><p></p><p>Basically, 70% hit chance is probably what you <em>do </em>want - but if you don't have to work to get it, then the game balancing itself around that renders it somewhat moot.</p></blockquote><p></p>
[QUOTE="Don Durito, post: 8149785, member: 6687260"] It's not the missing that's frustrating - it's the powerlessness. The feeling that your actions don't matter. Adding hit points and increasing hit chance actually feeds into that same powerlessness to an extent. At a certain point it becomes worse - If I have a 25% Hit chance but will take out the enemy on a single hit - then there's some tension. If have a 95% hit chance, but know that it will take 4 hits to knock it out then there's no tension. One reason that hit chance has been raised is that flanking has been lost. Flanking is something you can do to mitigate against missing - it potentially puts you in a dangerous position yourself - so you have a meaningful decision to make. I think the big thing that matters in rpgs is "Can I do something meaningful on my turn?". This is tuned slightly differently to crpgs because it takes longer per turn. Basically, 70% hit chance is probably what you [I]do [/I]want - but if you don't have to work to get it, then the game balancing itself around that renders it somewhat moot. [/QUOTE]
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