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Saving throws are a coin toss?
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<blockquote data-quote="Terramotus" data-source="post: 4083452" data-attributes="member: 7220"><p>I dunno, man. I've been almost nothing but enthusiastic about the vast majority of the 4E mechanics, but a save mechanic where relative power level has nothing to do with the outcome flies in the face of what D&D has always been - a level-based roleplaying game where experience and treasure makes your character more powerful. </p><p></p><p>Seriously, I've rolled my eyes practically every time I've read someone say that a change I think is minute makes it "not D&D anymore". But this really does it for me. When my power level relative to the monster doesn't affect my ability to shrug off magical effects that hit me, I really don't see it as D&D anymore. I've played in roleplaying sessions where there was no game system and everything was decided by a coin flip on campouts when I was younger. They were fun, but they weren't D&D.</p><p></p><p>I'm guessing they did this because reversing the original attack roll was considered to be too much math to do at the table, and they didn't want to add a bunch of numbers onto the character sheet. My players can handle this. On most fights where the challenge ratings are as expected, it'll probably end up practically the same, but when the power disparity is great, the change will be very noticable.</p><p></p><p>Sleep is difficult to argue about because we all expect it to be useless at high levels because of conditioning. But that isn't necessarily true in the new edition. Certainly I haven't seen many signs that powers have a "planned obsolescence" in the rules we've seen. So, yeah. Maybe an archmage should be better at keeping a goblin asleep than a first level wizard.</p><p></p><p>Like I said, mathematically reversing the original attack roll and rolling that instead will slow down gameplay a bit, but will probably be mathematically similar except in extreme circumstances. That difference seems worth the work to me, but obviously the desginers disagreed.</p></blockquote><p></p>
[QUOTE="Terramotus, post: 4083452, member: 7220"] I dunno, man. I've been almost nothing but enthusiastic about the vast majority of the 4E mechanics, but a save mechanic where relative power level has nothing to do with the outcome flies in the face of what D&D has always been - a level-based roleplaying game where experience and treasure makes your character more powerful. Seriously, I've rolled my eyes practically every time I've read someone say that a change I think is minute makes it "not D&D anymore". But this really does it for me. When my power level relative to the monster doesn't affect my ability to shrug off magical effects that hit me, I really don't see it as D&D anymore. I've played in roleplaying sessions where there was no game system and everything was decided by a coin flip on campouts when I was younger. They were fun, but they weren't D&D. I'm guessing they did this because reversing the original attack roll was considered to be too much math to do at the table, and they didn't want to add a bunch of numbers onto the character sheet. My players can handle this. On most fights where the challenge ratings are as expected, it'll probably end up practically the same, but when the power disparity is great, the change will be very noticable. Sleep is difficult to argue about because we all expect it to be useless at high levels because of conditioning. But that isn't necessarily true in the new edition. Certainly I haven't seen many signs that powers have a "planned obsolescence" in the rules we've seen. So, yeah. Maybe an archmage should be better at keeping a goblin asleep than a first level wizard. Like I said, mathematically reversing the original attack roll and rolling that instead will slow down gameplay a bit, but will probably be mathematically similar except in extreme circumstances. That difference seems worth the work to me, but obviously the desginers disagreed. [/QUOTE]
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Saving throws are a coin toss?
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