Showing posts with label static saves. Show all posts
Showing posts with label static saves. Show all posts

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.

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.

Thursday, September 13, 2007

Static boredom vs Dynamic excitement

Crwth just pointed out to me that there is a rumor of 4e having "static saves".

In theory these "static saves" would replace the 3.5 method of saving throws as a modifier. You'd no longer roll 1d20 and add your Will save, but you'd simply compare the DC of the attack/effect against your static Will.

Has there been some epidemic of gamers with strained wrists? Are the hospital wards and emergency rooms filling up with dnd players with their wrists and hands bound in slings and casts after excessive die rolling?

Or, is this part of WotC's goal of speeding up game play while dumbing down the rules?

I can respect that but... a saving throw is probably the simplest roll in the game. It's rolling 1d20 and adding one number. One number plus one number. An average third grader can do it. Hell, I can do it.

Sure there are modifiers and special effects that can modify the saving throw modifier. Sometimes these modifiers on modifiers can be tricky. But it's no different than rolling an attack. Or a skill check. Why aren't they dumbing those rolls down as well?

Hey! Let's have everything static!

We can boil down an entire combat down to a quick excercise in mathematics that can be worked out in less than a minute. Fighter A with a static attack will hit Goblin A with a static AC enough times to do enough static damage against the goblin's static hit points to drop him in 5 rounds. Goblin A to do the same to Fighter A will take 7 rounds. Fighter A wins. Pass the Doritos.

I'm sure that's an extreme example but I'm just trying to make a point. And that point is, that the rolling of dice is one of the three pillars that DnD is based on. It's that randomness that makes the game exciting. From the elation of that natural 20 to the horror of that dreaded 1, it's all about the tension, the hope, the optimism dashed to pieces.

If anything I want more die rolls. I'd like to see the spell DCs determined by a d20+caster level (or hit die or stat modifier) vs the 1d20+Reflex save (or whatever). For sure it's a bit more math, but let's streamline the math that makes up the modifiers. Going static ain't the answer.