Gundark
Explorer
Patryn of Elvenshae said:I shall make up some numbers, and demonstrate why they don't work?
Which is the problem with the OP's arguement. The math is made up.
Patryn of Elvenshae said:I shall make up some numbers, and demonstrate why they don't work?
In 3.5, I disagree.Li Shenron said:A spell, a trap, poison and similar things are much more dramatic than normal damage from an arrow or an axe (with the possible exception of criticals and special effects*). They are different from each other, and the consequence of a spell is usually much more interesting than just damage.
4) Transfers the power to cheat from the player to the DM--where it should be! No more throwing out an extra-nasty spell that nobody wants to be affected by, and lo and behold, nobody is.gothmaugCC said:ALrighty, There's been many posts on how in 4th edition saves are going out the window and new "ala Saga Edition" static defense scores will be implemented. Also we see from Dave noonan's playtest article (and other sources) that wizard type characters will be making a magic based attack roll.
On the surface this seems pretty simple. The Wizard makes his attack roll, and its checked against everyones appropriate defense score.
Advantages:
1) Its fast. One die rolled instead of one per player.
2) You can "crit" with your spell. Face it, people like to make things go boom
3) It makes the DM's life much easier when a player tosses a spell at NPC's
Yeah, there's a nice bit of self-empowerment in rolling that 20. It lets you control your own fat.Disadvantages:
1) The "thrill" is gone from the defender's hands. IE. No longer is there the exultation of rolling a 20 or the dread of possibly rolling a 1.
gothmaugCC said:Bullsh*t rampant speculation example:
Bob the 5th level wizard casts fireball at the gnolls. His magic attack score is his level + his Int modifier(3) + spell focus(1) + fire staff(2) + headband of Intellect (+2) for a total of +12. So Bob rolls 1D20 +12 (+5+3+1+2+1) and rolls an average roll of 10, for a total of 22. SO for a dead nuts average roll, those gnolls better have a reflex defense between 21-23 for a 50/50 success rate of avoiding that fireball.
Felon said:4) Transfers the power to cheat from the player to the DM--where it should be! No more throwing out an extra-nasty spell that nobody wants to be affected by, and lo and behold, nobody is.
Now, one can argue that players will just cheat in reverse, aggressively rather than passively. That's where an amusing bit of psychology with cheating. People seem to be a lot less hesitatant to cheat on defense rolls than they do on the offense. I wonder if that's because they think they're a lot more likely to be called on the latter than the former. The DM doesn't want to look like he's out to get them, so he can't question successful survival.
gothmaugCC said:So in conclusion, I dislike static defense scores. At least with the current system, when hit with a fireball, I feel like MY fate is in MY hands when I roll my reflex save.
JVisgaitis said:I think its multiple attack rolls against each target in some circumstances like with fireball. This makes play go quicker and I like that.
I'm hoping he just messed up what he was trying to say, 'cause I think he was trying to say the opposite...Szatany said:JVisgaitis said:I think its multiple attack rolls against each target in some circumstances like with fireball. This makes play go quicker and I like that.![]()
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Doc_Klueless said:Am I getting it right?
Doc_Klueless said:I know it may seem like a silly question, but I'm making sure I've got it right so I can follow the conversation. Because, if I am right, the only major difference is who does the roll and not necessarily how the target number is arrived at (defender's abilities generated vs. attacker's abilities). Either way, you have to take multiple variables (defender/attacker level + defender/attacker class features + defender/attacker feats + defender/attacker whatever...) to arrive at the target number.