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
*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
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Pathfinder & Starfinder
What number should a player have to roll to score a "hit"?
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="RangerWickett" data-source="post: 4958500" data-attributes="member: 63"><p>Studies have shown that people tend to have the most 'fun' when they succeed about 70% of the time. More than that and it's too easy to be engaging. Less than that and it's frustrating.</p><p></p><p>I'd peg it at:</p><p></p><p>With mediocre tactics, you should hit on a 9+ (60% of the time). This is, like, if you never flank, and you target the wrong defense, or you forget to use some powers to help improve your attacks.</p><p></p><p>With average tactics, 7+ (70% of the time). In this case, you might be doing everything right with yourself, but you're not paying enough attention to helping allies or taking advantage of their aid.</p><p></p><p>With good tactics, 5+ (80% of the time). This is when you work as a well-oiled machine with your party members, everyone helping everyone else out.</p><p></p><p> </p><p>Edit to Add:</p><p></p><p>With more challenging enemies, there are several ways to increase challenge without increasing frustration. Give the enemy some shield the party can take down, so he's hard to hit until you figure out his trick. Or give him a strong attack that hits everyone around him, so the group needs to change tactics or else die. Or just make him a brute so it's an endurance match to see if you can keep out of his way long enough to wear down all his hit points.</p><p></p><p>Simply increasing defenses is a boring, and often frustrating way to increase challenge.</p></blockquote><p></p>
[QUOTE="RangerWickett, post: 4958500, member: 63"] Studies have shown that people tend to have the most 'fun' when they succeed about 70% of the time. More than that and it's too easy to be engaging. Less than that and it's frustrating. I'd peg it at: With mediocre tactics, you should hit on a 9+ (60% of the time). This is, like, if you never flank, and you target the wrong defense, or you forget to use some powers to help improve your attacks. With average tactics, 7+ (70% of the time). In this case, you might be doing everything right with yourself, but you're not paying enough attention to helping allies or taking advantage of their aid. With good tactics, 5+ (80% of the time). This is when you work as a well-oiled machine with your party members, everyone helping everyone else out. Edit to Add: With more challenging enemies, there are several ways to increase challenge without increasing frustration. Give the enemy some shield the party can take down, so he's hard to hit until you figure out his trick. Or give him a strong attack that hits everyone around him, so the group needs to change tactics or else die. Or just make him a brute so it's an endurance match to see if you can keep out of his way long enough to wear down all his hit points. Simply increasing defenses is a boring, and often frustrating way to increase challenge. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
What number should a player have to roll to score a "hit"?
Top