Zinovia
Explorer
In my D&D game...
"...all the interesting people are missing." Friedrich Nietzsche
Granted the above quote has been cut so I changed its meaning a bit, but it sums up the issue that is causing me to consider a rules change. The characters in any game are the "interesting people". They are the ones that matter. So when they pull out their red and black cards and try to do something awesome and cool, not only does rolling badly suck, it sucks a whole lot.
Naturally the players are not so incompetent or so benighted of the fates that they miss all, or even most of the time. I suspect our warlock must have been cruel to her dice in a past life, racking up some serious bad karma, because they turn against her when it matters. She hits plenty often with her powers, with the exception of her level 1 encounter, which misses more often than not. (the group is level 6, soon to be 7). Picking up that level 7 encounter power will help by giving her three to choose from, but it still isn't any fun to miss with your cool powers.
Now missing is a part of the game, and it's expected to happen quite a bit. In order to lessen its sting, I have allowed the use of action points for a reroll on any d20. That has certainly helped.
A complicating factor is that we have a player who will cheat on die rolls when they can get away with it. So *that* character never misses with encounters or dailies, but everyone else does. I don't want to come out and accuse a friend of mine of cheating in a game, although I know it is the only way to really end it. This individual is otherwise a great person and the potential damage to the friendship isn't worth it. For the most part, keeping a close eye on the dice has helped quite a bit, but there are still those times when the dice are rolled in the shadow of a pile of books and snatched up quickly to be read - the typical signs of a cheater. I'll continue to work on minimizing that by leaning over and reading the dice whenever possible. However, in order to make things more fair to those who aren't fudging rolls, I was considering the following house rule.
• Encounter and single-target Daily powers all gain the Reliable keyword. Single-target powers with a miss effect can either be treated as reliable with no effect on a miss, or used as written, at the player's option. Multi-target daily powers that do half damage on a miss work as written.
Reasoning: Missing every target with a power will waste a turn, but not expend the power. You have a "do-over". Multi-target dailies often have half-damage on a miss, and even when you miss all targets, you still do something worthwhile. Single target dailies with miss effects are often so far inferior to what you get when you hit, that people would rather attack again on another round than take the miss effect. i.e. Lead the Attack - either 3[W] and a huge bonus against the target for the rest of the fight, or no damage and a +1 vs. the target. Our warlord would rather try again to hit instead of using that miss effect - he has told me as much. Encounter powers don't generally do anything on a miss (although I haven't made an exhaustive search).
As a corollary, to make up for those powers that already have the Reliable keyword, I would add something like:
• Powers that have the Reliable keyword gain the Brutal property (as per Brutal weapons in AV).
I'm not sure how much to give - I could make it Brutal 1/2/3 for Heroic/ Paragon/ Epic. Or just make it all Brutal 1 or 2. I don't mind the damage going up a tad. The rogue rolled a total of 6 on four d8's last fight - not once, but twice. Sad really. It also contributed to making a tough fight into a grindy one.
So what are the likely consequences of these changes? Should I make a corresponding change to monster encounter powers? The cheating is a separate issue, and I will continue to give thought to what if anything to do about it. I know I'm a wimp, but there are things more important than a game, so long as I reduce the unfairness to the other players. The other idea I am considering is adding some kind of fate points, which can be used to add to die rolls or perhaps for a reroll. Additionally, since I already allow action points to be spent for rerolls, I could allow the use of more than one AP per encounter, and could allow the action point bonus granted by the TacLord to apply to the reroll. Currently it doesn't, because it says "When you use your action point to gain another action..."
Your thoughts are appreciated before I suggest any potential changes to the player group. Thanks.
"...all the interesting people are missing." Friedrich Nietzsche
Granted the above quote has been cut so I changed its meaning a bit, but it sums up the issue that is causing me to consider a rules change. The characters in any game are the "interesting people". They are the ones that matter. So when they pull out their red and black cards and try to do something awesome and cool, not only does rolling badly suck, it sucks a whole lot.
Naturally the players are not so incompetent or so benighted of the fates that they miss all, or even most of the time. I suspect our warlock must have been cruel to her dice in a past life, racking up some serious bad karma, because they turn against her when it matters. She hits plenty often with her powers, with the exception of her level 1 encounter, which misses more often than not. (the group is level 6, soon to be 7). Picking up that level 7 encounter power will help by giving her three to choose from, but it still isn't any fun to miss with your cool powers.
Now missing is a part of the game, and it's expected to happen quite a bit. In order to lessen its sting, I have allowed the use of action points for a reroll on any d20. That has certainly helped.
A complicating factor is that we have a player who will cheat on die rolls when they can get away with it. So *that* character never misses with encounters or dailies, but everyone else does. I don't want to come out and accuse a friend of mine of cheating in a game, although I know it is the only way to really end it. This individual is otherwise a great person and the potential damage to the friendship isn't worth it. For the most part, keeping a close eye on the dice has helped quite a bit, but there are still those times when the dice are rolled in the shadow of a pile of books and snatched up quickly to be read - the typical signs of a cheater. I'll continue to work on minimizing that by leaning over and reading the dice whenever possible. However, in order to make things more fair to those who aren't fudging rolls, I was considering the following house rule.
• Encounter and single-target Daily powers all gain the Reliable keyword. Single-target powers with a miss effect can either be treated as reliable with no effect on a miss, or used as written, at the player's option. Multi-target daily powers that do half damage on a miss work as written.
Reasoning: Missing every target with a power will waste a turn, but not expend the power. You have a "do-over". Multi-target dailies often have half-damage on a miss, and even when you miss all targets, you still do something worthwhile. Single target dailies with miss effects are often so far inferior to what you get when you hit, that people would rather attack again on another round than take the miss effect. i.e. Lead the Attack - either 3[W] and a huge bonus against the target for the rest of the fight, or no damage and a +1 vs. the target. Our warlord would rather try again to hit instead of using that miss effect - he has told me as much. Encounter powers don't generally do anything on a miss (although I haven't made an exhaustive search).
As a corollary, to make up for those powers that already have the Reliable keyword, I would add something like:
• Powers that have the Reliable keyword gain the Brutal property (as per Brutal weapons in AV).
I'm not sure how much to give - I could make it Brutal 1/2/3 for Heroic/ Paragon/ Epic. Or just make it all Brutal 1 or 2. I don't mind the damage going up a tad. The rogue rolled a total of 6 on four d8's last fight - not once, but twice. Sad really. It also contributed to making a tough fight into a grindy one.
So what are the likely consequences of these changes? Should I make a corresponding change to monster encounter powers? The cheating is a separate issue, and I will continue to give thought to what if anything to do about it. I know I'm a wimp, but there are things more important than a game, so long as I reduce the unfairness to the other players. The other idea I am considering is adding some kind of fate points, which can be used to add to die rolls or perhaps for a reroll. Additionally, since I already allow action points to be spent for rerolls, I could allow the use of more than one AP per encounter, and could allow the action point bonus granted by the TacLord to apply to the reroll. Currently it doesn't, because it says "When you use your action point to gain another action..."
Your thoughts are appreciated before I suggest any potential changes to the player group. Thanks.