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Rolling to Hit: A Sacred Cow that should have been slain?
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<blockquote data-quote="legoman07" data-source="post: 4325554" data-attributes="member: 61531"><p>D&D has always involved a roll to hit - and tradition has always placed the success of such a roll at somewhere close to 50% percent - perhaps approaching the 75% mark for characters who were especially focused on combat.</p><p></p><p>With the newer rules and focus on special abilities and state-effects during combat, getting those blows to land has become of paramount importance. Yet, the balance point of the to-hit roll has stayed stagnant. Players still have roughly a 50% chance to hit every level, for every attack.</p><p></p><p>Forgive the comparison, but consider World of Warcraft. At any level in the game - missing is rare, and you can basically assume that when you use an ability, you hit. You hope for a critical and when it happens its a thrill, but rarely if ever do you miss. Because of that, even when you're in a glut of bad luck, you're not likely to be totally ineffective.</p><p></p><p>With 4e moving in a similar direction of power-based, high energy, high tempo combat - I have to wonder: why not convert to a similar model?</p><p></p><p>Why have players hoping for a hit and fearing a miss? In dice/gambling games, the hope is for a big win (critical), and the chance of failure is apparently diminished. Players salivate over the effects of the critical, but can 'settle' for the hit. A miss is a crushing blow, but happens so infrequently as not to discourage the player from continuing.</p><p></p><p>What would happen if the following changes occurred? :</p><p></p><p>* You no longer add a flat 10 to defenses. You instead add 3. An untrained character attacking an unarmored object has a 15% chance of missing - which sounds about right.</p><p>* For every 10 by which you beat the Defense, you add an extra 1d6 damage.</p><p>* Hit points increase accordingly. Probably by a factor of 2, give or take.</p><p>* Some powers need changed. Reaping strike suddenly becomes useless, for instance.</p><p></p><p>The result might very well be much more consistent game-play, with much less disappointed players.</p></blockquote><p></p>
[QUOTE="legoman07, post: 4325554, member: 61531"] D&D has always involved a roll to hit - and tradition has always placed the success of such a roll at somewhere close to 50% percent - perhaps approaching the 75% mark for characters who were especially focused on combat. With the newer rules and focus on special abilities and state-effects during combat, getting those blows to land has become of paramount importance. Yet, the balance point of the to-hit roll has stayed stagnant. Players still have roughly a 50% chance to hit every level, for every attack. Forgive the comparison, but consider World of Warcraft. At any level in the game - missing is rare, and you can basically assume that when you use an ability, you hit. You hope for a critical and when it happens its a thrill, but rarely if ever do you miss. Because of that, even when you're in a glut of bad luck, you're not likely to be totally ineffective. With 4e moving in a similar direction of power-based, high energy, high tempo combat - I have to wonder: why not convert to a similar model? Why have players hoping for a hit and fearing a miss? In dice/gambling games, the hope is for a big win (critical), and the chance of failure is apparently diminished. Players salivate over the effects of the critical, but can 'settle' for the hit. A miss is a crushing blow, but happens so infrequently as not to discourage the player from continuing. What would happen if the following changes occurred? : * You no longer add a flat 10 to defenses. You instead add 3. An untrained character attacking an unarmored object has a 15% chance of missing - which sounds about right. * For every 10 by which you beat the Defense, you add an extra 1d6 damage. * Hit points increase accordingly. Probably by a factor of 2, give or take. * Some powers need changed. Reaping strike suddenly becomes useless, for instance. The result might very well be much more consistent game-play, with much less disappointed players. [/QUOTE]
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Rolling to Hit: A Sacred Cow that should have been slain?
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