woodelf said:
Note that you said "one in a million"--not "one in twenty". The problem is that the system errs, IMHO, too far in the direction of making things common, and thus un-special. Now, if the die roll was open-ended, that'd be great (roll a 20, roll again and add), 'cause then you could have those 1-in-10000 chances, and the like. Right now, it's pretty much 5%, or 0--nothing in between. So if it's possible at all, it's fairly frequent, in the grand scheme of things. [i suppose you could argue that there is support in the following sense: say a creature has DR20, and the person attacking does d8+5, and needs a 20 to hit. The odds of actually doing damage would then be ~.09%, which is a reasonably small number. It'd also be a horrible combat to actually play through, unless the creature also only had 5 or 10 hps.]
This is intentional, and has a lot to do with why D&D is such a successful game.
While it might be fun and "heroic" to have a single blowdart needle get "lucky" and kill an Ancient Red Dragon with one hit, it certainly isn't quite so "fun" when a 1st-level kobold commoner gets "lucky" and kills a 15th-level PC Fighter in one hit.
You see, what's good for the goose is good for the gander, too.
And remember, the character who sees the most combat is most likely to be the VICTIM of such "lucky" rolls. And guess who this is going to be?
The PC's.
I think the DMG talks about this. "Adding randomness favors the underdog." And in the vast majority of situations, it is the PC's
enemies that are the underdog.
All this means is, more dead PC's.
And, while this may be more "realistic," it is usually not more
fun.
Now, i accept that such long odds need to be less-long for RPG purposes--you're not gonna make a million attack rolls against Great Wyrm dragons during your entire RPing career, so one-in-a-million odds may as well be zero. But you still need something a fair bit rarer than 5% for those long-shot odds. Heck, i probably make 20 rolls in a single session--and i'm sure the group, in aggregate, does--so 5% means it's gonna come up at least every night, on average. Hardly fits the trope of "one-in-a-million."
But also remember that,
even when the natural 20 hits an otherwise unhittable creature, it only does normal damage. How many more natural 20's have to be rolled before the Old Red Dragon goes down? Now that
would be a one-in-a-million chance!
Now, if your 1st-level archer has a single
arrow of dragon slaying, and both
(a) needs a natural 20 to hit, and
(b) needs the dragon to fail the DC 20 Fortitude save (which, for older dragons, only happens on a natural "1"),
I'd say that the odds are still
heavily stacked in favor of the dragon, and in a
game, the odds are small enough that if it actualy
succeeded, I would consider it a miracle (even if the relatively "high" 1:200 odds are still a far cry from the "one in a million" you are looking for).
Sort of. I want some sort of difference between the guy with high init and the guy with low. With the cyclic init, the advantage disappears after the first round.
It really depends on how well equipped the character is to
exploit that first turn. Remember that the loser is Flat-Footed for that first round, and hasn't had the opportunity to declare Dodge targets, Combat Expertise, etc, etc. Plus, if you've got a Sneak Attack, you could do some pretty serious damage on that first round.
Also, if you gain
surprise in addition to winning the initiative, you can get a Partial Charge, plus a Full Attack option (including iterative attacks) while the opponent is still Flat-Footed! Again, if you can exploit Flat-Footed opponents, here is some serious nastiness.
Plus, if you use that first round to conduct Trip/Disarm/Sunder attacks, you could very well create an advantage which will last well into the battle.
That advantage could be more attacks (it's how i'm currently tackling it in one system). It could be having a real advantage to going first (such as actions/conditions lasting to the end of the round, or end of the next round, rather than until your initiative count on the next round). Even having strict declarations would be an improvement and give the high-init guy some advantage (that is, the person with the lowest init declares what she's going to do, then the next-lowest, and so on, up to the highest, so that the fastest person gets to plan based on what everyone else is doing, to simulate faster reaction time).
The single biggest advantage to going first is that, once you've dropped your enemy, they don't get the opportunity to strike back. This means that the faster character always has an advantage of one round's worth of attacks.
um, did i miss something? If you're moving, you don't get multiple attacks either--and that means no point to TWF. Even with Spring Attack, you can't run in, hit with both hands, and then run out.
No, but imagine a Spring Attack with a reach weapon. That's run in, strike, run out, then Attack of Opportunity when the enemy tries to close in.
And if you use that AoO to trip the opponent, you can get
another AoO when they get up.
This is the character that, IMHO, is warped by the rules. Specifically, sneak attack damage is really a mobility thing, mechanically, not a precision thing. You don't get sneak attack damage for having a good hit, or high BAB, or antyhing like that, you get it for outmaneuvering your opponent, catching her by surprise. IOW, it conceptually supports the swift fighter you talk about above. Also, i don't think this is the character concept i've been envisioning--this sounds like an archer, not a swashbuckler.
With Feinting, it's also a precision thing. Besides, wouldn't Tumble, Bluff, Dodge, Expertise, Mobility, Disarm, Trip, and Sneak Attack all be very "swashbucklery" things to do?
Conceptually, it bugs me, mind you--it's yet another case where the rogue is being used as a "dirty fighter", rather than a deceiver or skillmonkey. But that's another rant, so never mind.
Keep in mind that Sneak Attack damage is an abstraction. It doesn't have to be "dirty," if "dirty" doesn't fit your character. There's nothing wrong with saying that Sneak Attack damage represents "honorably" running your opponent through the heart!
Anyway, back on topic: i'm not a super-expert with D&D3E, but i'm going to toss out an example from soemone who shoul be: Monte Cook seems to think that the system as written doesn't support the light fighter, as evidenced by both his inclusion of the unfettered class in AU, and the ways in which it behaves that no PH class (or multiclass) can mimic.
What are some of the features of the Unfettered class?
OK, this i can't argue with. I haven't run into it much, but i see what you're talking about. In short, good tactics, combined with getting the first strike in, can make a significant difference. But, wouldn't surprise rounds be just as effective, even if you lose initiative?
No. If you lose initiative, you get one free standard action. If you
win initiative, you get one free standard action,
plus one full round (all the while the opponent is flat footed)!
I understand what you're talking about with setting the tone of the battle. Just that in my D&D3E experience, it wasn't necessarily the side that won initiative that got to set the tone. Often the deciding factor didn't happen until the 2nd or 3rd round, and it could be either side that does it.
This has mostly to do with how well prepared and how well coordinated the initiative-winning part is. Winning initiative is only an advantage if you know how to press it.
I agree ,conceptually: dash in, attack, dash out. Problem is, the freezeframe init system means that it doesn't matter how fast you are--no Spring Attack, no dash-in-and-out. I was particularly frustrated by this because it makes a classic strategy of the cinema impossible: rush in, piss off the [dumb] bad guy, then back pedal, staying just out of reach, in order to taunt/lead her into a trap of some sort. Because of the timing, my choices are: (1) rush in and bash (on my turn), get bashed (on her turn), bash and retreat (on my turn), or (2) rush in and out (on my turn)--which doesn't provide any incentive for the enemy to follow, 'cause she can already see where i'm going. In short, the strategic feint is essentially impossible, unless you have Spring Attack (at least lvl6 for the monk). In short, i agree that that's what the mobile fighter does, but i think you're glossing over the difficulty of actually creating such a character, especially at low levels.
But wouldn't you agree that a "low-level" character should find such behavior
dangerous?? After all, the reason that they are Big Bad Evil Guys in the first place is because they can hurt people!
Besides, even a low-level character can (1) Rush in and bash "defensively", plus dodge (that's +3 AC!). (2) Pray the bad guy misses. (3) Run away and hope said bad guy gives chase.
I agree that the freeze-frame initiative system has its problems, but it's SO much better (and more playable) than the simultaneous systems of previous editions!
Which just aggravates the problem, IMHO. Forcing someone to take a bunch of feats to play a swashbuckler is, IMHO, just adding insult to injury. You don't have to take any feats to play an effective tank (just have a high Str and Con).
unless you want to have effective
offense...
Besides, isn't that exactly what feats are
for??? So you can
customize your fighting style??
And hey! You can be a swashbuckler without taking a bunch of feats. Just dress smartly, learn the rapier and keep a sharp wit, right?
But if you want to
fight with all kinds of fancy schmancy maneuvers, then take the bloody feats! That's what they're for!
This particular trade off--power vs. mobility--should be better handled by the basic combat rules, IMHO.
I think it's handled extremely elegantly, with the Attack of Opportunity system.
Funny you should mention that. I just pulled out my copy of GURPS a couple of days ago, specifically to read the advanced combat rules for ideas. Anyway, GURPS is even more complex, and thus even less desirable to me. I want *less* number-crunching, and *less* mechanical detail
D&D3e abstracts all of this mechanical detail by introducing Feats.
In GURPS, you're supposed to get an insanely high weapon skill, and then trade your score for various kinds of specialized attacks. Which more or less works, but requires some hard-core number crunching to figure it all out.
In D&D3e, you just take some feats, and suddenly you can do all these crazy things in combat, that other people can't do.
--i was reasonably satisfied with the non-tactical AD&D2 combat rules (while they also didn't support this archetype, at least they were less of a pain in general, and combats required less thought and usually went faster).
Except when you're the DM. Well that depends on whether or not you used all those ridiculous "weapon speed" and "weapon type versus armor" modifiers (has ANYONE ever tried to use that stuff??)
Now, long drawn-out fights between master swordsmen, especially fencing-style, are very cool--but only if they have the tactical livelihood of te one duel from The Princess Bride. IOW, a 30rd fight in which each combatant used 10 or 12 different strategies (each for a couple of blows), would be interesting. I haven't seen a system yet that supports that, however. Also, at least in GURPS, the fight could easily be over in one blow--30 rds to land a blow is acceptable if, as i said, thefight is interesting as well as suspenseful, and that pretty much decides the fight. If it were D&D style, where it's gonna take you several blows--possibly dozens--to decide the fight (much less end it), then you want to hit every time, more or less.
Well, D&D has the abstract hit point system, where hit points also represents "luck," "near misses" and that kind of stuff. But since critical hits are less-than-rare, and because Feats tend to mix it up a bit, I'd say that even a long D&D battle can still have plenty of dramatic flair -- more so than the "hit/parry/hit/parry/hit/parry/hit/parry/hit/parry/hit/parry/hit/miss-parry/die" cycle of GURPS.
Oh, and from a cinematic standpoint, favoring the swashbuckler is no better--the complaint would switch to "i want to play Conan--Conan doesn't parry, Conan doesn't work for advantage, he just cleaves right through the guy's defense".
In 3ed, even the Conan-style characters have feats! However, they will probably pick a different set than your swashbuckler.