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Target 20 as new to-hit mechanic?
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<blockquote data-quote="KarinsDad" data-source="post: 5844708" data-attributes="member: 2011"><p>Not if they need the DM to hand out AC to speed up combat.</p><p></p><p></p><p></p><p>Except that this rarely happens. You are using a rare occurrence to support your POV. It's rare that the players roll within a few numbers with both a to hit and a miss in the first few swings. For your 4 number range example here, it happens 1 time in 25.</p><p></p><p></p><p></p><p>If you say so. Personally, I want my players to be challenged, not held by the hand. I want them to discover whats what in combat as the combat unfolds, not know as soon as the door is opened most of the ins and outs of this particular encounter.</p><p></p><p></p><p></p><p>A certain amount of metagame is unavoidable. But, it doesn't make sense to make it even more metagamey.</p><p></p><p></p><p></p><p>So does mine.</p><p></p><p></p><p></p><p>I'm glad it works for you. As a DM, though, I don't have a problem with a player saying "I hit a 22" and I tell him whether it hits or not. I'm not quite seeing the speed improvement that you seem to imply. But, I do see the increased amount of better player decision making based on information that the player has, but the PC shouldn't in your approach.</p><p></p><p>Player: "Well, since his AC is so good and I know he only has a few hit points remaining, I decide to attack him with my weaker attack vs. Will.</p><p></p><p>Why bother to have the players even show up if you hand out so much information that their decision making is practically a no brainer? That's what happens when the players explicitly know NPC stats like defenses, remaining hit points, etc. and it's why the game designers did not add this information to Monster Knowledge Checks. As a player, I wouldn't want the DM to do this. I want to figure stuff like this on my own, not be told it.</p><p></p><p>Player: "Wow, a 14 missed. We're might be in trouble here."</p><p></p><p>instead of in round one:</p><p></p><p>Player: "Hey guys, the DM told us that this guy has a 27 AC, maybe we should retreat."</p><p></p><p>or alternatively:</p><p></p><p>Player: "Nah, I'm not using a Daily on these guys. They only have an AC of 22."</p><p></p><p></p><p>weak sauce</p></blockquote><p></p>
[QUOTE="KarinsDad, post: 5844708, member: 2011"] Not if they need the DM to hand out AC to speed up combat. Except that this rarely happens. You are using a rare occurrence to support your POV. It's rare that the players roll within a few numbers with both a to hit and a miss in the first few swings. For your 4 number range example here, it happens 1 time in 25. If you say so. Personally, I want my players to be challenged, not held by the hand. I want them to discover whats what in combat as the combat unfolds, not know as soon as the door is opened most of the ins and outs of this particular encounter. A certain amount of metagame is unavoidable. But, it doesn't make sense to make it even more metagamey. So does mine. I'm glad it works for you. As a DM, though, I don't have a problem with a player saying "I hit a 22" and I tell him whether it hits or not. I'm not quite seeing the speed improvement that you seem to imply. But, I do see the increased amount of better player decision making based on information that the player has, but the PC shouldn't in your approach. Player: "Well, since his AC is so good and I know he only has a few hit points remaining, I decide to attack him with my weaker attack vs. Will. Why bother to have the players even show up if you hand out so much information that their decision making is practically a no brainer? That's what happens when the players explicitly know NPC stats like defenses, remaining hit points, etc. and it's why the game designers did not add this information to Monster Knowledge Checks. As a player, I wouldn't want the DM to do this. I want to figure stuff like this on my own, not be told it. Player: "Wow, a 14 missed. We're might be in trouble here." instead of in round one: Player: "Hey guys, the DM told us that this guy has a 27 AC, maybe we should retreat." or alternatively: Player: "Nah, I'm not using a Daily on these guys. They only have an AC of 22." weak sauce [/QUOTE]
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Target 20 as new to-hit mechanic?
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