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<blockquote data-quote="Dausuul" data-source="post: 4996713" data-attributes="member: 58197"><p>So, by this argument, increasing the character's chance to hit increases fun and hence interest. I can see that.</p><p></p><p>Clearly, there is a point at which increasing chance to hit does not increase fun any further. (If nothing else, once you reach a 100% chance to hit, further increases are impossible and therefore cannot increase fun.) So there is some optimum chance to hit, which maximizes the value of the attack roll in terms of player enjoyment.</p><p></p><p>Then my question is: Why do you have to take feats and buy stats and collect magic junk to build up to, and maintain, that optimum value? Why not just start the PCs out at that value and keep them there, and use feats and stat buy and magic junk for other stuff?</p><p></p><p>Different players probably have different optimum values, but I doubt that difference has a big enough impact to be worth worrying about in design. It's going to have to be a "best guess" thing anyway, since the player can't predict what monsters the DM is going to throw at the party.</p></blockquote><p></p>
[QUOTE="Dausuul, post: 4996713, member: 58197"] So, by this argument, increasing the character's chance to hit increases fun and hence interest. I can see that. Clearly, there is a point at which increasing chance to hit does not increase fun any further. (If nothing else, once you reach a 100% chance to hit, further increases are impossible and therefore cannot increase fun.) So there is some optimum chance to hit, which maximizes the value of the attack roll in terms of player enjoyment. Then my question is: Why do you have to take feats and buy stats and collect magic junk to build up to, and maintain, that optimum value? Why not just start the PCs out at that value and keep them there, and use feats and stat buy and magic junk for other stuff? Different players probably have different optimum values, but I doubt that difference has a big enough impact to be worth worrying about in design. It's going to have to be a "best guess" thing anyway, since the player can't predict what monsters the DM is going to throw at the party. [/QUOTE]
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