Wolfspider said:I'm not sure I like this idea of several different passive defenses. Sure it MIGHT make the DM's life easier (although it will probably just lead to him or her making more rolls), it takes a bit of ... something ... away from the players. I have found that players like rolling dice. If a spell is flung in their direction, they want to roll to avoid its effect.
Though I'm sure the spellcasters will enjoy rolling their enemies' "saves". "Dominate monster!" "Nope, he saved".
At least the mages can now control their own destiny.
I'm a big fan of this - it streamlines the system and makes it more internally consistent. If you are attacking, you roll. There's nothing special and new about this: we've gone from
10 + modifiers vs. 1d20 + modifiers
to
1d20 + modifiers vs. 10 + modifiers
But anything that makes it easier for beginners to pick up and go makes my life better. Moving to addition rather than subtraction was a step in this direction - sure, they're mathematically equivalent, but adding is easier. It's easier to see that a high AC is better.
I just got done chatting about this with my wife - who has been playing for years, but still doesn't quite "get" flatfooted AC vs normal AC vs touch AC vs (and here's the kicker) incorporeal touch AC. She's a smart gal, and could easily sit down and figure this out - but she's in gaming for the fun, and doesn't want to have to sit down and figure it out. It's called barrier to entry, and if 4e can lower that - good.