Aluvial said:
You are absolutely right. The new system does allow a player to "put the fate of their attacks/spell attacks into their own hands."
What it does change from the game now, IMO, is the fun factor of determining your own fate when something is happening to you.
I know that you can't have it both ways. But the fun should be in the hands of the players of the game, not the creatures affecting the players.
I am saying that the "fun" is in the "fate," in other words, in the rolling of the die. Again, yes, if the change is made (and by all accounts this change is already decided) then the attacker gets to determine the "fate/outcome" of their attacks. By my own definition "this is fun" because the attacker gets to roll.
But when the player is affected, they do not get to determine the effect on them. This limits the "fun/fate/die rolling."
Look above for my pit example. Which would you choose? The DM rolling to see if the pit is effective, or you rolling to see if you escape the clutches of the pit?
Ideally they could develop a system where the player gets to determine how their attacks affects their target, but how effects that are targeted against them fail or succeed.
Aluvial
Thank you for the kind reply, and acknowledging the problem.
You're right that its a difficult one.
There's basically 4 ways to do things.
1) Attacker rolls.
2) Defender rolls.
3) Attacker and defender make opposed rolls.
4) Player rolls no matter whether she's attacking or defending. Monsters never roll.
The third option compounds the number of rolls the system needs. I don't think it will be used, and I'm kind of glad. Opposed rolls make things take longer, and while its fun to always get to do something (roll a die) I don't think that the amount being added is worth doubling the time needed to accomplish things.
The fourth option would be tough to design. Monster attacks would need their own game mechanic separate from player attack, as would monster defenses. I don't think that making the system more complex in this way is a good idea.
That leaves options 1 and 2. Option 2 is the 3e option. Option 1 is what we seem to be getting for 4e.
Imagine a typical fight. Assume the monster being fought has an attack that makes someone save. In this fight in 3e, each player might roll a saving throw once, maybe even twice. The party spellcaster casts a spell each round, and barring use of a ray spell, makes zero attack rolls. In 4e, each player has lost their chance to make a defensive roll, but the spellcaster has gained the ability to make an offensive roll in (probably) every single round of combat.
The losses to the defensive players are small, though each player is affected by it. The spellcaster is the only one who gains, but he gains a great deal.
I think its the better choice.