Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
The d30 system
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="hong" data-source="post: 172018" data-attributes="member: 537"><p>An attack roll is randomness; a saving throw is randomness. If you don't want encounters that are completely trivial from a gameplay point of view, you must have an element of randomness.</p><p></p><p>The problem with high-level play (and D&Dg exacerbates this) is that encounters often _aren't_ random enough. It's easy to create a character with attacks that are impossible to resist by other characters. This occurs for a number of reasons, but ultimately, when your modifiers get up to +50 or +60 for attacks, AC and save DCs, the relative contribution of the d20 roll becomes insignificant. Thus either you win without taking a scratch, or you lose without standing a chance.</p><p></p><p>The topic of high-level campaigns being very hard to manage has been brought up multiple times. Everything has to be tailored to the party's abilities, if you don't want things to be a complete walkover (for either side). So far, I haven't seen anything that makes me think that Epic-level play will be any different -- in fact, it's probably going to be worse.</p><p></p><p>As to whether replacing a d20 with a d30 roll is the right solution, I'm not sure. It postpones the point where the die roll is superfluous, but brings with it its own problems, especially at low levels.</p><p></p><p>The problem really is the binary nature of most task/conflict resolution rolls -- either you succeed, or you fail. Some sort of gradated system might work better for high-level play. For example, instead of having the result of a disintegrate spell be either death or 6d6 damage, maybe you could have a range of possible results, depending on how well you made your save:</p><p>- death, if you fail by more than 20</p><p>- loss of half your hit points, if you fail by 11-20</p><p>- 6d6 damage (but not more than half you hp) if you fail by 1-10</p><p>- 3d6 damage (but not more than 1/4 your hp) if you succeed by 1-10</p><p>- no damage, if you succeed by 11+.</p><p></p><p>Something similar could be done for combat rolls and skill checks. This would be a major system redesign, obviously.</p></blockquote><p></p>
[QUOTE="hong, post: 172018, member: 537"] An attack roll is randomness; a saving throw is randomness. If you don't want encounters that are completely trivial from a gameplay point of view, you must have an element of randomness. The problem with high-level play (and D&Dg exacerbates this) is that encounters often _aren't_ random enough. It's easy to create a character with attacks that are impossible to resist by other characters. This occurs for a number of reasons, but ultimately, when your modifiers get up to +50 or +60 for attacks, AC and save DCs, the relative contribution of the d20 roll becomes insignificant. Thus either you win without taking a scratch, or you lose without standing a chance. The topic of high-level campaigns being very hard to manage has been brought up multiple times. Everything has to be tailored to the party's abilities, if you don't want things to be a complete walkover (for either side). So far, I haven't seen anything that makes me think that Epic-level play will be any different -- in fact, it's probably going to be worse. As to whether replacing a d20 with a d30 roll is the right solution, I'm not sure. It postpones the point where the die roll is superfluous, but brings with it its own problems, especially at low levels. The problem really is the binary nature of most task/conflict resolution rolls -- either you succeed, or you fail. Some sort of gradated system might work better for high-level play. For example, instead of having the result of a disintegrate spell be either death or 6d6 damage, maybe you could have a range of possible results, depending on how well you made your save: - death, if you fail by more than 20 - loss of half your hit points, if you fail by 11-20 - 6d6 damage (but not more than half you hp) if you fail by 1-10 - 3d6 damage (but not more than 1/4 your hp) if you succeed by 1-10 - no damage, if you succeed by 11+. Something similar could be done for combat rolls and skill checks. This would be a major system redesign, obviously. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
The d30 system
Top