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, OSR, & D&D Variants
*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, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
The math of D&D Next; a moderating proposal
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="Libramarian" data-source="post: 5850919" data-attributes="member: 6688858"><p>I'm thinking in terms of hand to hand fighting. Maybe you're right about fighting with deadly weapons, I'm not sure. But with regard to boxing or MMA, it's experienced fighters that occasionally get a 3 second knockout, not people who don't know how to fight. People who don't know how to fight just kinda flail around, not seriously injuring each other. Skilled fighters don't just wildly miss, or hit a part of the body in a way that does no damage, their blows have to be parried. So the question is whether a parry is more of a miss in D&D terms, or a hit with a smallish amount of HP loss--I think the latter. So I like attack bonus rising faster than AC, and HP rising faster than damage.</p><p></p><p>But I recognize that talking about which is more realistic at the level of resolution of D&D combat is pretty subjective. It's my secondary reason that I like moderate hit chance scaling.</p><p></p><p>The primary reason I like it scaling is simply because it's more interesting and satisfying to start below the putative "sweet spot" of hit chance, and then work up to it, and a little beyond it.</p><p></p><p>I disagree that taking the "sweet spot" and applying it to all levels is objectively intelligent fun optimization. The funness (tm) of something is not static, it is enhanced by working up to it.</p></blockquote><p></p>
[QUOTE="Libramarian, post: 5850919, member: 6688858"] I'm thinking in terms of hand to hand fighting. Maybe you're right about fighting with deadly weapons, I'm not sure. But with regard to boxing or MMA, it's experienced fighters that occasionally get a 3 second knockout, not people who don't know how to fight. People who don't know how to fight just kinda flail around, not seriously injuring each other. Skilled fighters don't just wildly miss, or hit a part of the body in a way that does no damage, their blows have to be parried. So the question is whether a parry is more of a miss in D&D terms, or a hit with a smallish amount of HP loss--I think the latter. So I like attack bonus rising faster than AC, and HP rising faster than damage. But I recognize that talking about which is more realistic at the level of resolution of D&D combat is pretty subjective. It's my secondary reason that I like moderate hit chance scaling. The primary reason I like it scaling is simply because it's more interesting and satisfying to start below the putative "sweet spot" of hit chance, and then work up to it, and a little beyond it. I disagree that taking the "sweet spot" and applying it to all levels is objectively intelligent fun optimization. The funness (tm) of something is not static, it is enhanced by working up to it. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
The math of D&D Next; a moderating proposal
Top