woodelf said:
What you say is perfectly true. But, let's talk about what constitutes "more randomness". Right now, you always have a 5% chance of hitting (or being hit), but no guarantee of good damage. 2/3rds of rolls will be within 7 points of your average, and the chance of getting +10 [from your average] is 5%. What if we had a die roll that changed that to, say, .01% chance of an instakill hit, a 1% guaranteed-hit chance, 2% chance of getting +10, and 2/3rds of rolls within 3 of your average? is that "more random" or "less random"? And, if you've read te whole thread, you'll see that i think the game is *already* too random. I'd actually rather my character get clobbered by the kobold than kill the ancient red dragon. Extremely bad luck can be fun, for me. Extremely good luck tends to ruin the game, for me.
Point taken. A bell-curve system with multiple dice (such as in GURPS) tends to emphasize average results, while de-emphasizing exceptional ones.
I stand corrected
But, yeah, there are ways to do it, given the interactions between hit, damage, hit points, saves, etc. Which i suppose just points up that, for me, the whole AC/hp abstraction thing causes more troubles than it solves. YMMV.
Hehe, well the first problem it solved was "how do we randomize combat?" In Chess, for example, there is neither a "to hit" roll, nor a "damage" roll. Attacker wins, period. Always.
Since the AC/hp system was the FIRST system in roleplaying games, all
other systems are actually attempts to solve AC/hp, not the other way around.
Actually, it's the AC/hp system that prompted Mr. Gygax to declare Strength as a "hit modifier" in the first place, and is what prompted this entire discussion. (You see, Strength allows you to power through Armor, thus increasing your chance to hit, or so it goes...)
But, as much a pain in the butt it can be, I've found it to be the most playable and fun system out there.
Furthermore, the hit point system tends to "flatten out" the randomness inherent in the flat d20 roll, since it takes not one but several hits in succession to defeat any particular foe. Unless a creature is particularly fragile, there is no "insta-kill", but it
is possible to get a "hot streak."
None of which is a counter to the complaint that high initiative doesn't have an effect after the first round. At best, you've demonstrated that the perks of going first in the first round are potentially huge, and could have repercussions for the rest of the combat. That is not the same as having *new* effects later in the combat.
Correct, unless there are new Initiative rolls later on. The DMG actually describes this style as a variant option, but realize that it will slow down combat a
lot, and it still won't grant higher Initiative with
more attacks. Plus, it will create a much greater randomization factor, since sometimes creatures who
lose initiative early on will get two turns in a row, plus it becomes extremely difficult to predict how long combat effects will last. Again, this will mean more PC death.
But I think you are putting too much emphasis on Initiative
per se. A quick, highly skilled, dextrous fighter has plenty of opportunities to shine, above and beyond the first strike.
First and foremost, there is the AC bonus, then there are Dex-related feats and skills (Weapon Finesse and Tumble come to mind). And of course, there is ranged combat (which seems to be neglected in this thread) and Reflex saves.
If you try to give bonus attacks to High Dex or High Initiative characters, you will quickly find that ALL fighters will be forced into playing only that style, since the advantage will not only be significant, but overwhelming.
In short, let's hypothesize that i get initiative, but somehow fail to press it in the first round (circumstances don't allow it, or something). It pretty much doesn't matter that i have the advantage in init for the rest of the fight.
Understood. But your high DEX will still give you AC bonuses. But also understand that high DEX will also give you bonuses on Hide and Move Silently, both of which will increase your chances of surprise in the first place.
Look. Even fast, quick characters aren't going to win if they can't exploit their advantages. If you win Initiative, but fail to press it, then you don't
deserve any lasting advantage! That's the competence factor.
I was unclear. What i meant to say was that getting surprise, but no init advantage is pretty much the same as getting the init advantage, but no surprise.
No. The Init advantage is better. Surprise only grants a partial action
And thus, you could theoretically construct a combat system where the surprise rules adequately handled the "getting the drop on them" trope.
What exactly are you looking for here? An automatic win? You get a free attack against flat-footed characters! Plus, if you are a tactically savvy team, you can use the surprise round to surround the enemy in such a way that they can't maneuver without invoking Attacks of Opportunity.
Not necessarily. Given foes of an equivalent power level, i see lots of balanced strategies (in the abstract). Certain combat archetypes shouldn't get hit by appropriate-level challenges
I couldn't disagree more. What's the point of combat, without risk?
--the swashbuckler/martial-artist/speedster--but if they do, they're down. Others aren't particularly good at dodging--bruiser/knight/viking--but you just can't put them down.
This is also not true. A DEX-based fighter still rolls the same hit die as the STR-based fighter. But the STR-based fighter doesn't have the same DEX bonus on his AC to protect him...
Both of these, of course, scale for the character/setting/powerlevel. So, for the former archetype, dashing into combat nad then back out again should be a piece of cake--but charging a formation, going toe-to-toe, or clobbering the Big Bad woul be hard or impossible.
I don't see how "dashing into combat and back out again" should be a "piece of cake" for any but the most experienced of combatants. What you want is a character who can take free pot-shots at the enemy at NO RISK TO HIMSELF. If that's what you want, why not make an archer?
For the latter archetype, all those things are easy, but dashing in-and-out just isn't an option. D&D3E instead assumes a scale, wherein the bruiser strategy is easier than the swashbuckler strategy--the former can be accomplished at low levels and with no feats, the latter takes feats and/or higher levels.
I don't get your point. First of all, the in-and-out IS an option (albeit it takes two turns). It's not without risk, but that's an occupational hazard. Besides, if you took a FIGHTER instead of a monk, you can get Spring Attack as early as 4th level!
Additionally, what makes you think that "bruiser" characters aren't risking THEIR lives, too? Their d10-hit-points-per-die is going to run out just as fast as your swashbuckler, except they're just going to get hit more often!
To be honest, even Tanks have to take feats in order to be effective. Power Attack, Cleave, Dodge, Expertise, and of course Weapon Focus and Specialization are all staples of any Tank worth his salt.
Um, what simultaneous systems? AD&D1, AD&D2, and some variations in Players' Option all had initiative counts, with each person going in turn. The only changes to this are (1) rolling init for the encounter instead of the round, and (2) giving people all of their actions at once, instead of all the first attacks, then all the second attacks, etc. If anything, actions were *less* simultaneous in previous editions, because they had variabl durations.
That's not the AD&D that I played. According to the rules, all characters must (1) declare their actions (INCLUDING movement), (2) THEN roll initiative, (3) THEN the DM narratively recounts the combat round, (4) calling PC's to roll the appropriate attack die when called for.
Oh, and one nice thing about the speed factors was disrupting spellcasting. In D&D3E, as near as i can see, the only way to clobber a spellcaster is by readying or having simultaneous initiative (unless you're close enough for an AoO, of course). In AD&D2, most spells took more than one segment to cast, so there was such a thing as having an attack happen during the casting of a spell.
Yes, but if the DM actually invoked that rule (in 1e/2e), the PC's would mutiny, since about 50% of all spells would get interrupted. Remember, since in 1e/2e you had to declare actions FIRST, and roll initiative SECOND, you get a roughly 50% chance of losing initiative and therefore losing your spell (unless your spell had a long casting time, in which case you were virtually
guaranteed to lose!). It was such a ridiculous system that every DM I've ever played with threw it out, since it made it virtually impossible to play a spellcaster.
i think they [feats] are a design flaw. Only really exceptional activities should be restricted to needing a feat. Most basic and not-so-basic combat maneuvers should be available to anyone, without a feat, and without being a fighter-type class. Everybody should have the option of spring attack, just as everyone can charge, shield-rush, or fight defensively. The problem with assigning these sorts of things to feats is that it builds in a presumption that you can't do them without the feat (speaking specifically of actions that aren't in the core PH rules--like swinging from a chandelier to attack). Combat-maneuver feats can all-to-easily eliminate options, rather than create them, because it's not "fair" to those who take the feats to let others do the thing without the feat.
But considering that these options
did not exist until 3e introduced Feats, I would counter that they
added options, instead of removing them.
As far as stuff like Spring Attack is concerned, I would consider that to be Extraordinary. Think about it: characters with Spring Attack is
so fast and
so nimble that they can approach an enemy close enough to attack, attack, and run away
all without an enemy ever getting a chance to react. If that's not extraordinary, what the heck is?
Besides, characters without Spring Attack can
still "move in, attack, and spring away." They just can't do it all in one turn. Remember, the Bad Guy can still miss!!
Yes, customizing fighting style is a worthy use of feats. But not at the expense of "reserving" all the cool stuff for those who spend feats--use the feats for more extraordinary abilities, not basic maneuvers.
There's plenty of "cool stuff" open to characters without feats. Feats let you go "above and beyond" the core combat mechanics, and to ignore penalties that other characters have to suffer. That's Extraordinary, if you ask moe.
Huh. I never had a problem in AD&D2 letting everybody do most of the combat-related things that feats allow in D&D3E. All it took was a list of simple modifiers on 4 axes (-4 init, +2 to hit, +0 damage, +0 AC, perhaps) to characterize all sorts of maneuvers. No one seemed to have a problem with them, and it meant people didn't have to plan ahead (by selecting a feat, and thus a fighting style)--they could just do it when the need arose.
Again, plenty of these options exist to characters without feats. There's "fighting defensively," "charging", "disarm," "sunder," "bull rush," "trip," "tumble," "all-out defense," plus the intricacies of Attacks of Opportunity, cover, concealment, striking from above, mounted combat...
What more do you want? It just looks like you're complaining because there are no free handouts for your particular character.
I was just about always the GM when i was playing AD&D2. And i used armor vs. weapon type modifiers (in AD&D2--just 3 types, same as D&D3E) and weapon speed. Neither is at all difficult.
well, kudos to you. It was a big pain in the a$$ for me.
For the weapon type thing, you just record 3 ACs on your character sheet, and when the GM says "she swings her sword at you" you give the slashing AC, and when she says "the archer fires a flaming arrow at you" you give the piercing AC--and so on.
Well, I consider it "complicated" to have three AC's listed on every character sheet.
For weapon speed, it's no harder than attack rolls are now: you record the total init modifier for a given weapon, right along with your attack bonus and damage with that weapon, and then add the number to your init roll.
That IS harder. It's one more modifier you have to add to everything else. But hey, if you liked it, I won't begrudge it to you.
...I don't know. Think of the Initiative roll as a skill roll. It's an opposed check to see who gets the "right to first strike," and it uses a d20 roll just like every other mechanic in the game. It's fair, because first strike gives a significant (though arguably not overwhelming) advantage in combat, though it does not ALONE determine combat, the way it can in other systems.
The rest of combat goes like this: one round, one turn. And the order is predictable, since it is the same as every round before it. I'd call that "fair," and it makes IMHO a great system.