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The Min-Max Problem: Solved
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<blockquote data-quote="The Crimson Binome" data-source="post: 7480187" data-attributes="member: 6775031"><p>That's unfortunate, because it's actually quite relevant to the topic at hand. Basically, the designers agreed with your premise, that it's boring if nothing happens because your attack happened to miss. Their solution was that most attacks would have secondary effects, which either happened if you missed, or just happened regardless. </p><p></p><p>For example, the Fighter had a passive ability that allowed them to Mark any enemy that they attacked (whether or not they hit), and the Marked condition gave them penalties to attack anyone who wasn't the Fighter. (I think the Fighter's ability also let it make an opportunity attack against a Marked foe, under certain conditions, but I don't recall exactly. Every tank class had a different effect for how they punished breaking a Mark.)</p><p></p><p>But they also gave everyone a bunch of different maneuvers, and a lot of those also had special effects. One of the very basic at-will powers for a Fighter allowed them to deal half damage (give or take) if the attack missed. Other powers applied other conditions, or let you move people around the battlefield.</p><p></p><p>The upshot of the whole endeavor was that, instead of the Fighter taking three seconds to miss and then waiting around while the Wizard and Cleric took ten minutes each to choose and resolve their spell effects, now <em>everyone</em> took five minutes to decide which power to use and figure out how to resolve it. For all that the Fighter felt like their turn still mattered, even if they missed, it didn't really matter because the rest of the game was designed to compensate for it (if a monster is supposed to survive three rounds, and average damage-per-round goes up 30% due to damage-on-a-miss, then monsters are designed with 30% more HP), and the only real benefit was that the waiting got spread around a bit.</p></blockquote><p></p>
[QUOTE="The Crimson Binome, post: 7480187, member: 6775031"] That's unfortunate, because it's actually quite relevant to the topic at hand. Basically, the designers agreed with your premise, that it's boring if nothing happens because your attack happened to miss. Their solution was that most attacks would have secondary effects, which either happened if you missed, or just happened regardless. For example, the Fighter had a passive ability that allowed them to Mark any enemy that they attacked (whether or not they hit), and the Marked condition gave them penalties to attack anyone who wasn't the Fighter. (I think the Fighter's ability also let it make an opportunity attack against a Marked foe, under certain conditions, but I don't recall exactly. Every tank class had a different effect for how they punished breaking a Mark.) But they also gave everyone a bunch of different maneuvers, and a lot of those also had special effects. One of the very basic at-will powers for a Fighter allowed them to deal half damage (give or take) if the attack missed. Other powers applied other conditions, or let you move people around the battlefield. The upshot of the whole endeavor was that, instead of the Fighter taking three seconds to miss and then waiting around while the Wizard and Cleric took ten minutes each to choose and resolve their spell effects, now [I]everyone[/I] took five minutes to decide which power to use and figure out how to resolve it. For all that the Fighter felt like their turn still mattered, even if they missed, it didn't really matter because the rest of the game was designed to compensate for it (if a monster is supposed to survive three rounds, and average damage-per-round goes up 30% due to damage-on-a-miss, then monsters are designed with 30% more HP), and the only real benefit was that the waiting got spread around a bit. [/QUOTE]
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