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5 years ago ::
Feb 28, 2008 - 6:02PM
#1
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Date Joined:
Oct 11, 2005
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Okay... follow me on this...
I have a 20 sided dice. I am going to roll. Let's say I need a coinflip. 50/50. What number do I need to roll or better to get 50%
If you said 10, you're wrong. 1-10 is 10 numbers out of 20. That would make it 55 percent. 11-20 would make it 50%.
So why are they giving everyone an extra 5%? Seems like lazy math to me...
(Direct Ref: Saving throws 4E page 2 section 10 What you Need to Know Handout)
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5 years ago ::
Feb 28, 2008 - 6:08PM
#2
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I believe the true reason lies inside one of James Wyatt's Excel spreadsheets. When aiming at the optimum period for conditions to last, they must have found that a 55% break chance was ideal. There's really nothing special about 50%, in itself.
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5 years ago ::
Feb 28, 2008 - 6:13PM
#3
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Date Joined:
Nov 30, 2005
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All of these are reasonable assumptions
Because rolling a natural 10.5 is impossible. because they wanted to give players a small edge Because PCs will need the edge with how nasty some effects will be
5e comments and thoughts all in one place. Check it out to provide feedback, mock, or steal ideas. http://community.wizards.com/go/thread/view/75882/28835423/Krusks_5e_Design_Goals?sdb=1
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5 years ago ::
Feb 28, 2008 - 8:44PM
#4
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Date Joined:
Oct 11, 2005
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Eh, I know, it's only a 5%... it just bugs me cause of all the times I've had to tell people 10 on a d20 is not equal to 50%, that's all.
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5 years ago ::
Feb 28, 2008 - 9:01PM
#5
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Date Joined:
Aug 19, 2007
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Eh, I know, it's only a 5%... it just bugs me cause of all the times I've had to tell people 10 on a d20 is not equal to 50%, that's all. Dividing by two is overrated, anyway. :D
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5 years ago ::
Feb 28, 2008 - 9:13PM
#6
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Date Joined:
May 17, 2003
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So why are they giving everyone an extra 5%? Seems like lazy math to me... Because it's easy to remember? Single digits: Fail. Double digits: Succeed. Why the extra 5%? Because it's not particularly fun to have ongoing effects forever. The little bonus is there to end the effect.
It's easy enough to house rule, as it is to keep at 10+ saves.
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5 years ago ::
Feb 28, 2008 - 10:28PM
#7
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Because DC 10 sounds like a good baseline for average difficulties.
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5 years ago ::
Feb 28, 2008 - 10:59PM
#8
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Date Joined:
Oct 11, 2005
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But DC 9 probably works better.
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5 years ago ::
Feb 28, 2008 - 11:35PM
#9
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But DC 9 probably works better.  That depends on your mind set. Mathematically, we don't want it to literally be a 50/50, even if we say it constantly.
Players are supposed to be heroic in the sense that they can continue onward through thick and thin. Giving them an additional 5% is hardly anything to get upset over, but it's enough to give most people that edge to stay alive.
Plus, it's easy to remember.
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5 years ago ::
Feb 29, 2008 - 6:53AM
#10
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Because DC 10 sounds like a good baseline for average difficulties. Indeed.
Sure, they could have made the d20 with a 0 instead of a 20, or they could rule that the DC is the number to beat, not to match. That way (without modifiers) a DC 0 check would be an automatic success, DC 10 is fifty-fifty and DC 20 is impossible.
I don't think that would be a very good idea, though. It's more interesting to have a "nearly impossible" succeed on a roll of 20 against DC 20.
-K
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