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General Tabletop Discussion
D&D Older Editions
How do you run attack rolls in 4e?
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<blockquote data-quote="the_bruiser" data-source="post: 4435591" data-attributes="member: 6126"><p>I actually go one step further - basically, players roll all dice that affect them. So rather than having a monster's +5 attack roll against a player's 16 AC, implying 50% chance of hit, I have the player roll a +6 AC roll vs. the monster's 17 defense roll, implying 50% chance of hit. </p><p></p><p>Key points: (i) perfect transparency to players (which I could see some people viewing as a negative, but it's fine for us), (ii) they feel like their AC is DOING something rather than passive, (iii) easier for me, and (iv) they know I can't fudge anything. </p><p></p><p>Note that you have to add +12 to enemy attack DCs compared to a +10 to PC ACs to make the math work out the same, because (i) 11 vs. 10 would be 'equal,' b/c both are 50/50 split adjustments, but (ii) you have to add an additional +1 from 11 to 12 to keep the 'tiebreaker' always on the benefit of the attacker the way that base rules imply.</p><p></p><p>Not sure if the above makes any sense, but this system has been fantastic for us.</p></blockquote><p></p>
[QUOTE="the_bruiser, post: 4435591, member: 6126"] I actually go one step further - basically, players roll all dice that affect them. So rather than having a monster's +5 attack roll against a player's 16 AC, implying 50% chance of hit, I have the player roll a +6 AC roll vs. the monster's 17 defense roll, implying 50% chance of hit. Key points: (i) perfect transparency to players (which I could see some people viewing as a negative, but it's fine for us), (ii) they feel like their AC is DOING something rather than passive, (iii) easier for me, and (iv) they know I can't fudge anything. Note that you have to add +12 to enemy attack DCs compared to a +10 to PC ACs to make the math work out the same, because (i) 11 vs. 10 would be 'equal,' b/c both are 50/50 split adjustments, but (ii) you have to add an additional +1 from 11 to 12 to keep the 'tiebreaker' always on the benefit of the attacker the way that base rules imply. Not sure if the above makes any sense, but this system has been fantastic for us. [/QUOTE]
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How do you run attack rolls in 4e?
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