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
*TTRPGs General
To all the other "simulationists" out there...
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="mmadsen" data-source="post: 4171985" data-attributes="member: 1645"><p>There are a few important distinctions wrapped up in that.</p><p></p><p>For instance, we want a rogue to need a level mismatch to one-shot a guard in D&D, because of the nature of hit points: if you have a 50-50 chance to one-shot someone, you're virtually guaranteed to <em>two</em>-shot him. Being able to one-shot someone in D&D means vastly overpowering him.</p><p></p><p>Also, surprising someone, especially at higher levels, where the disparity between the rogue's sneaking skills and the fighter's noticing skills has grown, isn't particularly difficult, so it's overpowering to give the rogue too much of a bonus for achieving surprise.</p><p></p><p>But we can design the game to work more sensibly from a simulationist point of view and just as well, or better, from a gamist point of view.</p><p></p><p>Obviously the rogue's sneak attack can work just like the assassin's death attack, which goes against a Fort save. That way, the attack can have a good chance to one-shot a challenging foe -- and a good chance to do very little at all.</p><p></p><p>Or, if we don't like bypassing hit points, we can have the sneak attack do much more damage, but only if that extra damage is enough to one-shot a foe.</p><p></p><p>Also, we can add extra stealth-based requirements to the sneak attack. The assassin's death attack requires three rounds of studying the foe. That can work. Or we can require an additional set of <em>hide</em> and <em>move silently</em> rolls to qualify for a death attack.</p><p></p><p>So there are ways to boost the rogue's chance of one-shotting a foe without making the rogue more powerful overall.</p></blockquote><p></p>
[QUOTE="mmadsen, post: 4171985, member: 1645"] There are a few important distinctions wrapped up in that. For instance, we want a rogue to need a level mismatch to one-shot a guard in D&D, because of the nature of hit points: if you have a 50-50 chance to one-shot someone, you're virtually guaranteed to [i]two[/i]-shot him. Being able to one-shot someone in D&D means vastly overpowering him. Also, surprising someone, especially at higher levels, where the disparity between the rogue's sneaking skills and the fighter's noticing skills has grown, isn't particularly difficult, so it's overpowering to give the rogue too much of a bonus for achieving surprise. But we can design the game to work more sensibly from a simulationist point of view and just as well, or better, from a gamist point of view. Obviously the rogue's sneak attack can work just like the assassin's death attack, which goes against a Fort save. That way, the attack can have a good chance to one-shot a challenging foe -- and a good chance to do very little at all. Or, if we don't like bypassing hit points, we can have the sneak attack do much more damage, but only if that extra damage is enough to one-shot a foe. Also, we can add extra stealth-based requirements to the sneak attack. The assassin's death attack requires three rounds of studying the foe. That can work. Or we can require an additional set of [i]hide[/i] and [i]move silently[/i] rolls to qualify for a death attack. So there are ways to boost the rogue's chance of one-shotting a foe without making the rogue more powerful overall. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
To all the other "simulationists" out there...
Top