Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
Iterative Attacks
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Wulf Ratbane" data-source="post: 4821583" data-attributes="member: 94"><p>I actually had a longer reply typed for you yesterday, but the BSOD ate it.</p><p></p><p>They don't <em>need </em>to be kept-- except in the sense that rejiggering all the monster ACs and hit points for a rule system with 10 years of supplements would certainly be the "hard way" as opposed to what I finally settled on.</p><p></p><p>But they <em>should </em>be kept because they improve the play experience. The game feels "sweetest" when combat is a series of infrequent failures, combined with successes of varying degrees, all contributing to the slow but inevitable ablation of resources. </p><p></p><p>As opposed to a boolean system where each roll is either hit and kill, or miss and suck; where each roll is either save and nothing happens, or you fail and die.</p><p></p><p>Victory should come like the dawn, not like a light switch.</p><p></p><p>You want a system that can be swingy without breaking: A system that will support a run-of-the-mill hit for 10 points of damage <em>and </em>a power attack critical for 50+ points of damage.</p><p></p><p>There are other reasons-- economy of actions, meaningful tactical choices, etc. Iterative attacks are part of a design package I'd call, "More fun."</p><p></p><p>When iterative attacks were slowing down the game, <strong><em>more fun</em></strong> was being suppressed. It was<em> less fun </em>because nobody wants to sit and wait on the player to roll multiple times and recalculate each hit or miss on the fly. Designate ONE target number you're looking for on the dice, and throw the batch. </p><p></p><p>My change was made to speed up play, not to remove some specified number of attacks and reduce it to a smaller "correct" number of attacks. Why did I choose two attacks? Because I found that to be the right number of attacks at the attack penalty that produces results the most similar to the damage output I wanted to see. </p><p></p><p></p><p></p><p>Funny, in the light of a new morning they look the same to me, too. I think I was rattled by the BSOD when I came back to post a reply. Substitute some other way of getting an additional attack. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="Wulf Ratbane, post: 4821583, member: 94"] I actually had a longer reply typed for you yesterday, but the BSOD ate it. They don't [I]need [/I]to be kept-- except in the sense that rejiggering all the monster ACs and hit points for a rule system with 10 years of supplements would certainly be the "hard way" as opposed to what I finally settled on. But they [I]should [/I]be kept because they improve the play experience. The game feels "sweetest" when combat is a series of infrequent failures, combined with successes of varying degrees, all contributing to the slow but inevitable ablation of resources. As opposed to a boolean system where each roll is either hit and kill, or miss and suck; where each roll is either save and nothing happens, or you fail and die. Victory should come like the dawn, not like a light switch. You want a system that can be swingy without breaking: A system that will support a run-of-the-mill hit for 10 points of damage [I]and [/I]a power attack critical for 50+ points of damage. There are other reasons-- economy of actions, meaningful tactical choices, etc. Iterative attacks are part of a design package I'd call, "More fun." When iterative attacks were slowing down the game, [B][I]more fun[/I][/B] was being suppressed. It was[I] less fun [/I]because nobody wants to sit and wait on the player to roll multiple times and recalculate each hit or miss on the fly. Designate ONE target number you're looking for on the dice, and throw the batch. My change was made to speed up play, not to remove some specified number of attacks and reduce it to a smaller "correct" number of attacks. Why did I choose two attacks? Because I found that to be the right number of attacks at the attack penalty that produces results the most similar to the damage output I wanted to see. Funny, in the light of a new morning they look the same to me, too. I think I was rattled by the BSOD when I came back to post a reply. Substitute some other way of getting an additional attack. ;) [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Iterative Attacks
Top