Showing posts with label DC. Show all posts
Showing posts with label DC. Show all posts

Thursday, July 17, 2008

DMG - Updates

This isn't a chapter in the Dungeon Master's Guide, but a file that Wizards maintains and should be checked regularly.

Usually these update files correct small overlooked errors, such as the Warlord NPC getting martial ranged proficiency instead of simple ranged proficiency, or the [Healing] keyword being left off of The Invulnerable Coat of Arnd. Okay, no one is perfect, and these little errors being fixed ensure that they don't end up as stupid Ask Wizards questions. But this latest set of changes is more than that. It's much bigger than a missing word, or the wrong bonus type.

The DCs on actions and skill checks got completely changed. Now everything is easier to do, from 3 to 12 points easier. This is not a little change -- a change on one point here and there would represent a slight rebalancing at this level or this difficulty. But this is significant. This is ... I'm speechless.

Well, you wish. But really, this is almost absurd. If you have the Dungeon Master's Guide, follow along with me: turn to page 42. That chart at the bottom there, with all sorts of DCs for various difficulty types and various level ranges. See the DC10 for a level 1-3 Easy check? Change that to a 5. That's right, it's now "five easier" to do. That's not a fine-tuning, that's a complete rebalancing of the check system.

See the bottom of the chart, where it says "For skill checks: Increase DCs by 5"? That has been completely removed. So now that level 1-3 Easy skill check has gone from DC15 to DC5. In fact, if you go to page 61, where the skill check table is, you can see changes throughout that, too. Level 28-30 Easy check goes from DC30 to DC19. An eleven point drop. And diseases, also something that carries a DC, also got affected, usually by 6 or more.

The Player's Handbook also came out with some updates, that I haven't gone through yet (my PHB isn't at-hand), but paging through the update file doesn't spring any changes to the calculation of DC checks, so it's not like they've just lowered all of the values across the board -- you roll the same and add the same bonuses, and things have just become easier.


Now, I'm sure there are players rejoicing about this, and it could very well be that this is a required change -- we haven't done many checks in our campaign as of yet, having only dealt with conversation and combat so far. And if that's the case - if things were too hard - then I'm all for these changes. But how on earth did something like this not get caught in play-testing?

I could see a global lowering by 1 point as something that might slip out of play-testing, revealed once the masses got their hands on the rules. But five points? Ten? Twelve? I really wonder what happened here. They only playtested combat? They have really lucky dice? Perhaps they published some old pre-playtesting numbers?

Or maybe Wizards is really on the DM's side after all, and looking for a Total Party Kill.

Thursday, November 29, 2007

Smite for the camera

Twice in one week! The latest Design & Development article has yet more sneak-peeking into the 4th edition mechanics.

These info blocks that appear in the article give us an idea of the layout of special abilities that are available in 4th edition. The third line,
Encounter • Weapon
seems to say when the ability can be used (or perhaps the type of "per" power it is, per-day, per-encounter, etc.) and how the ability is used. I'm hoping that the format is still in transition - having just a dot between two words doesn't really lend itself to understanding to the casual player.

The
Melee weapon
line is reminiscent of the latest stat block (with their lack of colons). So Melee means it's a melee ability (and implies that it's an attack? Or that this is the range? Or some other use of "melee" as a term in 4e?) and that, err, it's still a weapon. An example where the Weapon in the third line and the weapon in the fifth line weren't the same might give some insight to each of their meanings.

Attack: Charisma vs. AC
(Oh look, the colon is back.) This is interesting, and grows from the idea of static saves, as discussed previously. Attack rolls have been merged in with saves and probably difficulty checks, to be all the same style of check. I'm assuming that the "Charisma attack" mentioned in the text block isn't just what 3rd edition would call a Charisma check, unless armor class calculations have changed; somehow the base attack needs to be added in there, unless of course that has gone by the wayside.

I don't know what I think of the Hit: and Miss: labels. I think I prefer the old succeed/fail nomenclature that you would see with skills and such. For abilities that aren't combat-specific, they're going to have other terms anyway, so why not share them? Especially if you've turned to-hit into a difficulty check.

I like the idea of the damage calculation:
Hit: 2x[W] + Cha
But not the notation. It works fine for geeks like me, but I'm hoping it's going to get reworded a little better. One interesting point is that that's the weapon's base damage, no strength, or other bonuses that might arise.

The Hit-or-Miss text says "an ally", which then gets amended to include the paladin itself, which is just a nitpick, but I don't think of myself as an ally.

Wow, all that from the first block.


Encounter • Healing, Weapon 
Okay, so everything after the dot is a ... subtype? And Encounter is the type? That might make sense, but I think I preferred the older bracketed method, and would want
Renewing Smite [Encounter • Healing, Weapon]
Nitpick? Perhaps, but what was broken with the old style?


Seeing Paladin 27 on the third smite made me pause for a second, having briefly forgotten about the 30-level base to 4th edition.

Here we see
Attack: Charisma vs. Will
which is like the old-style saving throws (many people, unless having done monster design, don't realize that the DC of effects is based on an attribute). With the static saves, the rolling is now done by the "attacker" instead of the defender in third edition. I'm starting to warm to this. Again, it's not clear whether there's a base attack that gets thrown in, because now you wouldn't expect it in a "saving throw" versus a "to-hit". Is there some base 10 that gets added into saves? Are the numbers completely different from what we've become accustomed? Are we going to feel disoriented as those coming from THAC0 did when going to d20?

"cannot gain line of effect". Does this mean just for targeted effects such as ranged attacks and rays? Or does this somehow prevent cones and area effects from affecting anyone but the paladin? And interesting ability regardless. Interesting that it's also until the end of your next turn, where in 3rd edition we got used to "the start of your next turn" as the usual mantra.


As usual, this glimmer of 4e has created more questions than answers, but it does show us that June is getting that much closer.