A bit more on the PHB2.
For starters, I can see now why they include classes like the Shaman, Warden, and Warlord. For sure those "classes" are pale variants on stronger classes, but I can't say that they're not necessary. We need as many of these banal tweaks as we can get so that we can find something that closely fits most any character concept.
A ranger might not be quite right so there's the Warden. A druid kinda makes sense but the Shaman has powers that are better suited. Etc...
I still hate the idea of that, but I understand the design now.
I love the Paragon Paths. The more of these that come out in each book the better. They are really the one and only thing to look forward to. The one meaningful decision in your character's career.
So much for Rob Heinsoo's goal of widening the sweet spot. What they really did was set the Paragon Tier as the de facto sweet spot.
That's most obvious when you look at the Epic Paths. My god they suck! I mean, seriously suck. There is absolutely nothing there to look forward to. For any class.
Epic levels should bring epic choices. This is the time when we should be weighing every decision in light of our character's goals. We're talking heroic destiny here.
Yet we get repetitive drop-this-power-and-select-from-three-of-these-to-replace-it decisions. If you want to call that a decision.
Maybe they'll address that in PHB3. Or in some Epic Powers add-on. Or both. What better way to ensure that we drop another $50 into WotC's coffers?
Oh wait. They have already found a better way to snag our money. By putting core rules in "optional" source books.
How else does one explain the fact that they still didn't address double weapons in the PHB2? If double weapons had been overlooked or cut from the original PHB, well, so be it. Adding them in to the PHB2 would have been a reasonable remedy.
Instead they put the rules for double weapons in the Adventurer's Vault and nowhere else. If you want those rules, dig out your wallet chump.
On the bright side, I'm sure the "Adventurer's Vault" and similar books will have plenty of other good stuff. Enough at least to justify the extra money spent.
Maybe even something epic.
Showing posts with label chump. Show all posts
Showing posts with label chump. Show all posts
Monday, March 30, 2009
Thursday, October 25, 2007
Static saves revisited
While I'm thinking about saving throws, I need to revisit the whole issue of static saves.
Back in September I was miffed about static saves being in 4e. As I wrote here, I felt that having static saving throws took away some of the tension and randomness that is inherently fun.
I still feel that if saving throws are reduced to a simple comparison between two static numbers then the game loses a huge fun factor. For example, there is a trap that requires a reflex save DC 15. A character with a reflex save of 12 blunders into it. DM compares and starts rolling damage. Sorry chump.
However, if the DC of the trap or the spell is dynamic (and in the case of traps Noonan hinted that would be the case), then the static save might not be so bad.
Using the same trap example, this time the reflex save is determined by 1d20+5. The character still has a static Reflex save of 12, but the DM now informs him that he's blundered into a trap and rolls d20 to see if it affects the character. There's a moment of tension built in, and tension is good.
Of course, a good DM will pause for effect and milk the tension whether it's dynamic vs static or static vs static. The crucial difference from the player's perspective is the knowledge that he had a chance of escaping unharmed vs the pre-determined static vs static.
Yes, the player is losing a die roll and therefore a sense of control over one's destiny. As stupid as it is, we players all feel deep down that if we're the one rolling the die the outcome will be better. If I follow my little ritual, recite the proper prayers, and pick the die that "feels hot" then everything will be okay. If I leave it up to the capricious and malicious DM, well, my poor character is screwed.
I am willing to trade that superstitious nonsense for one thing. Give me the player the die roll to determine the DC for anything I do that provokes a target to save.
The first thing that pops to mind is the DC to save against spells.
Right now in 3.5 the save DC is 10+level of the spell+stat modifier+any feats etc... This static number is what the target rolls against. It currently works pretty well. I cast a spell and tension builds as I wait to see if the target makes or fails it's saving throw. In reverse I'm told to attempt a save and tension builds as I roll and await the outcome.
However, I'll trade that for rolling to set the DC of my spells or special abilities. Allow me to cast a spell, roll d20 and add the spell level, the stat modifier, and whatever else then see if that's enough to beat the bad guy's Reflex or Will or Fort save. Not only is this more in line with the process for any other attack (ie. d20+mods vs AC or Save) it gives the player that same sense of control. Maybe even more control.
But what about the dreaded Natural 1?
Okay, casting a crucial Finger of Death and getting a 1 will suck (I say "will" because I just know it'll happen eventually). It'll suck even more than a 1 on an attack roll. With the latter, it's just a miss and possibly a fumble. Next round, swing and try again. The former means a wasted spell. Next round, no more Finger of Death, try something else and a different d20.
This downside is most likely going to be countered by the replacement of the Vancian spellcasting system. With spells being one of "at will", or "per encounter", or "per day" having a natural 1 isn't quite so crushing. And the flip side of a natural 20 adds extra sweetness to spellcasting.
The puzzle pieces are starting to fall into place and I'm beginning to form a pretty good idea of what 4e is gonna look like. If I'm not too far off, then I've got reason for optimism. Weird.
Back in September I was miffed about static saves being in 4e. As I wrote here, I felt that having static saving throws took away some of the tension and randomness that is inherently fun.
I still feel that if saving throws are reduced to a simple comparison between two static numbers then the game loses a huge fun factor. For example, there is a trap that requires a reflex save DC 15. A character with a reflex save of 12 blunders into it. DM compares and starts rolling damage. Sorry chump.
However, if the DC of the trap or the spell is dynamic (and in the case of traps Noonan hinted that would be the case), then the static save might not be so bad.
Using the same trap example, this time the reflex save is determined by 1d20+5. The character still has a static Reflex save of 12, but the DM now informs him that he's blundered into a trap and rolls d20 to see if it affects the character. There's a moment of tension built in, and tension is good.
Of course, a good DM will pause for effect and milk the tension whether it's dynamic vs static or static vs static. The crucial difference from the player's perspective is the knowledge that he had a chance of escaping unharmed vs the pre-determined static vs static.
Yes, the player is losing a die roll and therefore a sense of control over one's destiny. As stupid as it is, we players all feel deep down that if we're the one rolling the die the outcome will be better. If I follow my little ritual, recite the proper prayers, and pick the die that "feels hot" then everything will be okay. If I leave it up to the capricious and malicious DM, well, my poor character is screwed.
I am willing to trade that superstitious nonsense for one thing. Give me the player the die roll to determine the DC for anything I do that provokes a target to save.
The first thing that pops to mind is the DC to save against spells.
Right now in 3.5 the save DC is 10+level of the spell+stat modifier+any feats etc... This static number is what the target rolls against. It currently works pretty well. I cast a spell and tension builds as I wait to see if the target makes or fails it's saving throw. In reverse I'm told to attempt a save and tension builds as I roll and await the outcome.
However, I'll trade that for rolling to set the DC of my spells or special abilities. Allow me to cast a spell, roll d20 and add the spell level, the stat modifier, and whatever else then see if that's enough to beat the bad guy's Reflex or Will or Fort save. Not only is this more in line with the process for any other attack (ie. d20+mods vs AC or Save) it gives the player that same sense of control. Maybe even more control.
But what about the dreaded Natural 1?
Okay, casting a crucial Finger of Death and getting a 1 will suck (I say "will" because I just know it'll happen eventually). It'll suck even more than a 1 on an attack roll. With the latter, it's just a miss and possibly a fumble. Next round, swing and try again. The former means a wasted spell. Next round, no more Finger of Death, try something else and a different d20.
This downside is most likely going to be countered by the replacement of the Vancian spellcasting system. With spells being one of "at will", or "per encounter", or "per day" having a natural 1 isn't quite so crushing. And the flip side of a natural 20 adds extra sweetness to spellcasting.
The puzzle pieces are starting to fall into place and I'm beginning to form a pretty good idea of what 4e is gonna look like. If I'm not too far off, then I've got reason for optimism. Weird.
Labels:
chump,
dynamic,
finger of death,
spell DCs,
static saves
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