Li Shenron
Legend
So far, I've used my cleric's "once per encounter" power--and whiffed. Boy, that blows. (Update: In fact, I whiffed again on my next and only other use of the power. Sigh.)
I'm curious--is this a complaint about encounter powers, or just lamenting the bad dice? If it's the former, do you feel any different than you did in 3.5 when a monster made its saving throw against a spell, or you failed to penetrate SR, or when you miss with that paladin smite?
I think the ironic answer is appropriate, the question/complaint was lame. If you don't want to face a failure chance ever, play a diceless game.
The "55% save" against effects (like the glue pot) just seems odd--like they really wanted to just make it a coin toss, but decided that that was too obvious, so they made it a "10 or better on a d20.
Well, it does add some granularity to the roll, and allows you to have monsters that have "+4 to saves" or allow an ally to let you make another save at +2, for example. If it was a simple coin toss, it's so binary you can't do anything with it. Also, it may help you to think of saves not as "I avoid taking damage" so much as this edition's version of duration rolls.
This is a good point, although of course there is no fundamental reason for the starting change to be 55% rather than 50%.
Generally speaking, the idea of making basically every ongoing effect to require a save every round is ok. The only problem is if you have 3-4 ongoing effects and you have to roll for all of them (certainly going to happen with BBEG). OTOH, you don't have to keep tracks of durations.
What feels a little odd to me however, is that there is only 1 saving throw. Some characters have a bonus against a specific effect type (e.g. poison), but there is no distinction into groups. IMO this is a bit of a mish-mash result from the fact that 3e saving throws have been turned into static defenses; once static, it would have required the attacker to roll every round (which is more difficult to keep track of compared to the defender rolling), and therefore they introduced the "new" saving throw, but not wanting to complicate things too much they just made 1 saving throw for everything. A bit meh for my tastes... I'd have left the "active" saving throws of course, but as a second choice I'd have simply made them use the fort/refl/will defense bonus.
We are finding the "passive Perception" thing a bit off-putting. The short version is that, instead of rolling a Perception check against someone's Stealth check, you just add 10 to both.
Stealth still has to be rolled; there's no "Passive Stealth." Likewise, Passive Perception is only used when you're not actively looking for someone, as you probably already figured out. It's a way for the DM to determine whether you notice something without usingthe metagame-inspiring "OK, everyone give me a Perception check."
I don't find the passive perception any off-putting. We've been using "Take 10" in Listen and Spot all the time... there is no reason in rolling both stealth and perception, one rolled and one static is enough.
We're curious as to why the 5-foot-adjustment was in need of a fix ...
Because the importance of movement as a whole has been altered in 4E.
Considering that I believe the 3e 5foot step was introduced mostly to let spellcasters and archers avoid AoOs, I'm curious to find out if archers will now be screwed in melee in 4e (spellcasters won't, since Melee and Close spells won't provoke AoO at all).
EDIT: forgot about "shifting"... looks like the 5ft step has not disappeared at all, it just changed name and can now be taken in place of a move, rather than in restrictive circumstances only (i.e. when not moving during the round).
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