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General Tabletop Discussion
*Dungeons & Dragons
Stupid math stuff that vaguely pertains to 5e.
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<blockquote data-quote="Crazy Jerome" data-source="post: 5835931" data-attributes="member: 54877"><p>Another reservation to setting base chance too low (besides that whiffing feeling in the players) is that it doesn't leave you as much room as you might think to handle high risk, high reward options. Take something that has a -4 chance to connect, and thus needs to be worth it. Sure, the math will work out setting the base anywhere close to the middle of the range, but the feel will not.</p><p> </p><p>There's some lower point of low success/high output where it starts to feel like fishing--and then a point beyond that which is more desperation. You don't typically want people thinking: "Gee, if this guy gets to go again, we are hosed. So I can go with my 50% attack chance and not take him out, or my 5% chance of megadeath effect." You'd probably much prefer, "50% chance unlikely to do enough to take him out versus 30% chance of doing probably enough to take him out."</p><p> </p><p>I don't mind a little of the desperation gambits, but I'd really rather it come from the wacky situation than baked in game math. I mean, a nearby group in my high school days got into the habit of mixing every unidentified potion in sight when a TPK was imminent, because a couple of times trying that got a "potion miscibility" result that bailed out half the party. Most of the time it just got someone poisoned or a free feather fall right before the TPK, but hey, no downside at that point of the battle. But even this group didn't go around stockpiling potions and refusing to identify them in case they decided to go with that gambit. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Crazy Jerome, post: 5835931, member: 54877"] Another reservation to setting base chance too low (besides that whiffing feeling in the players) is that it doesn't leave you as much room as you might think to handle high risk, high reward options. Take something that has a -4 chance to connect, and thus needs to be worth it. Sure, the math will work out setting the base anywhere close to the middle of the range, but the feel will not. There's some lower point of low success/high output where it starts to feel like fishing--and then a point beyond that which is more desperation. You don't typically want people thinking: "Gee, if this guy gets to go again, we are hosed. So I can go with my 50% attack chance and not take him out, or my 5% chance of megadeath effect." You'd probably much prefer, "50% chance unlikely to do enough to take him out versus 30% chance of doing probably enough to take him out." I don't mind a little of the desperation gambits, but I'd really rather it come from the wacky situation than baked in game math. I mean, a nearby group in my high school days got into the habit of mixing every unidentified potion in sight when a TPK was imminent, because a couple of times trying that got a "potion miscibility" result that bailed out half the party. Most of the time it just got someone poisoned or a free feather fall right before the TPK, but hey, no downside at that point of the battle. But even this group didn't go around stockpiling potions and refusing to identify them in case they decided to go with that gambit. :) [/QUOTE]
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