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4 years ago ::
Dec 02, 2008 - 12:22PM
#71
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- Forum Guide
- Hero Craftsman Gold Medalist
- Master Dungeon Master
Date Joined:
Jun 23, 2005
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Oh, right. My bad. I assumed that talking about reasons why a person would be in a position to be hit by a FUMBLE/CRITICAL FAILURE would be on topic in a FUMBLE/CRITICAL FAILURE thread. Yes, that was a pretty foolish mistake to make since in D&D combat nobody can be out of position by more than 2.5 feet, given that everybody is standing in a five-foot square.
Moreover, Pat Tillman, having been killed by a sniper who mistook him for an insurgent, is not a good example of someone getting hit by a critical miss roll or being out of position. The person was trying to hit Corporal Tillman and did in fact hit his target. (His target just wasn't who he thought.)
So yes, your reference to Pat Tillman was atrociously misplaced. Your continued attempt to backpedal and pretend that Pat Tillman has anything to do with critical miss rules is astoundingly tactless.
Armor class is not an abstraction. Wha?! Are you kidding me? Armor Class is every bit the abstraction as hit points because they are intimately related. Since in D&D, a "hit" doesn't represent an actual physical blow, there's no reason that plate armor and chain armor should have different AC, except that they abstractly convey the likelihood of preventing a combat-ending injury. The fact that Dexterity/Intelligence modifies your AC means that mishaps and slips absolutely are part and parcel of Armor Class (and Reflexes). Dextrous and Intelligent people are less likely to slip-up than clumsy, stupid people. That's why negative Dex modifiers also modify your AC (assuming your Intelligence doesn't compensate for it).
I can't believe you really think Armor Class is not an abstraction.
At best, you can say it's partially abstract. That's a meaningless phrase. You can't be partially pregnant and you can't be "partially abstract". Armor Class is an abstract representation of a combatant's ability to avoid the physical blow that would otherwise take him out.
Yes. If you slip and go PRONE, you take an armor class penalty. Simply slipping does not give any penalties to AC. You can't slip and go prone unless you stand on difficult terrain. Therefore minor slippages are accommodated in the physical ability to avoid damage altogether: that abstraction is called "Armor Class" and "Reflex".
do you think the DMs are too stupid to realize that a rule that only applies to the players and not the DM will create ill feelings? What are you talking about? How is your statement responsive to what you quoted? (Hint: It's not.)
What D&D combat is or is not, has no bearing on whether or not players might want more(not total) realism in combat, or even fumble/critical tables that are not realistic at all. Actually, the abstract nature of D&D combat has bearing on whether a justification for critical hit rules for "realism", "grit" or "depth" is sensible. Because D&D combat is expressly premised on an abstract method of conflict resolution, arbitrary inclusions of penalties does not make combat more "realistic". A 49% chance of surviving combat is no more or less realistic than a 51% chance. Difficulty is not realism, though many people seem to think that it is, often when using the words "dark", "gritty", "deep" or "realistic" to justify their inclusion.
Such people should stop making such fallacious arguments and just acknowledge that the reason they make natural ones more punishing than in the default combat rules is that they find it fun to make combat more difficult for the players. There's nothing wrong with that and at it has the added benefit of being an accurate description of critical miss rules.
Such things don't exist in D&D combat, because WoTC didn't put them there, and ONLY for that reason. Simple declarative statements are no substitute for a reasoned supported argument. Nor does the random capitalization of words hide the fallacies inherent therein.
In other words, writing it doesn't make it true.
The fact that Dexterity is a component of AC and Reflex indicates that the ability to avoid minor mishaps has already been accommodated in combat rules. You are wrong to assert that accidents are not already a part of the abstract rules.
I've seen other games that did have them there, and they weren't designed to be utterly realistic, either. Me too. And the ruleset as a whole determined the difficulty of combat. Were you to remove critical miss rules from a system designed to include them, you would be making combat easier for players. You still wouldn't be making combat more or less "realistic" in a game using an abstract method of conflict resolution.
Really, it's like rolling dice to see if a knight can take a pawn in chess because "realistically" every so often a pawn could kill a horseman. It may be fun to add a random element to chess, but it's not more "realistic". Same with D&D.
I have not misspoken on this subject yet. Ah, declarative sentences, is there no fallacy you can't gloss over?
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4 years ago ::
Dec 02, 2008 - 12:31PM
#72
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Date Joined:
Mar 22, 2005
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Yep, but I was discussing melee with that quote, not Pat Tillman
Oh, right. My bad. I assumed that talking about reasons why a person would be in a position to be hit by a FUMBLE/CRITICAL FAILURE would be on topic in a FUMBLE/CRITICAL FAILURE thread. except that what you used to describe a crit fumble was not a crit fumble. it was someone who didn't have the proper information hitting correctly. nor was it melee.
tillman, as i read, was going about doing his job when another squad mistook them for the enemy. that squad didn't accidentally shoot, they did so willingly... thought at a target they thought was something else.
using ranged friendly fire (due to misinformation) is hardly an analogue for missing so hard in melee that you stab your buddy. wrecan had it best... you're intentionally firing into a square where you think an enemy is, instead hitting an ally.
anyhow, friendly fire isn't the problem here, it's failing so hard you hurt yourself/friend
3rd ed SRD, character sheets, errata & free modules4th ed test drive - modules, starter rules, premade characters and character builder & character sheet, errata Free maps and portraits, dice, printable graph paper, campaign managing website, image manipulation program + token maker & zone markers"All right, I've been thinking. When life gives you lemons, don't make lemonade. Make life take the lemons back. GET MAD! I DON'T WANT YOUR **** LEMONS! WHAT AM I SUPPOSED TO DO WITH THESE?! DEMAND TO SEE LIFE'S MANAGER! Make life RUE the day it thought it could give CAVE JOHNSON LEMONS! DO YOU KNOW WHO I AM?! I'M THE MAN WHO'S GONNA BURN YOUR HOUSE DOWN! WITH THE LEMONS! I'm gonna get my engineers to invent a combustible lemon that's gonna BURN YOUR HOUSE DOWN!" -Cave Johnson, Portal 2
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4 years ago ::
Dec 02, 2008 - 12:43PM
#73
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Date Joined:
Apr 12, 2004
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Yes, yes it was. Since I was no longer speaking of Tillman, but of a sword swing, it WAS about someone who critical fumbled. It's Wrecan who can't get off of Tillman. I only mentioned to him once and then stopped completely, until I had to respond to people who can't seem to get off him. That's why I stopped short of mentioning Pat Tillman in the beginning. I almost did in one of my posts where i talked about marines and friendly fire, but realized this would happen.
One of the rules of arguing is that the first side to mention Hitler or the Nazis loses. It kind of applies to all tragedies and controversies, anything with enough weight to derail whatever turns you were trying to take. Once it's out there, opinion turns quickly.
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4 years ago ::
Dec 02, 2008 - 12:48PM
#74
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Date Joined:
Oct 14, 2008
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This thread is a critical failure.
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4 years ago ::
Dec 02, 2008 - 12:49PM
#75
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Date Joined:
Mar 22, 2008
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This thread is a critical failure. I don't think so. I think there were several constructive posts in the thread.
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4 years ago ::
Dec 02, 2008 - 12:52PM
#76
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Date Joined:
Apr 12, 2004
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I don't think so. I think there were several constructive posts in the thread. there were. I think there's a few good systems mentioned. I'd try to avoid anything that does a lot of damage to the fumbler on a critical fumble. That seems to be the big thing people don't like. Everyone who had a big problem with this mentioned some huge character-killing critical miss. A simple OA or CA effect seems appropriate, though.
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4 years ago ::
Dec 02, 2008 - 1:15PM
#77
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Date Joined:
Dec 11, 2007
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I think the main points are that if you use critical fumbles, it should only be after a second roll. Everyone seems to agree that 1 in 20 is too harsh for a critical fumble, but 1 in 400 or 1 in 100 may be alright depending on the group.
Also, I think the main benefits are: - Unexpected outcomes. Combat can be made very interesting if your archer has to engage in melee or a fighter is using their secondary weapon.
- Memorable or cinematic battles. Yes, you can use more descriptive language for hits and misses, but changing the battle in small ways adds to this.
Think of the action movie (its better to think of DnD as an action movie than real life) in which a peeble makes the hero fall or has his gun jam so he has to use another weapon. It can make a battle more memorable than Encounter #1, At-Will, At-Will, Daily, Encounter #2... or even worse in 3x.
The main opposition is: - It is unfair to the PCs since they are more negatively affected than monsters. This is true, but its the DMs job to make sure the effects don't overstep or total screw a PC. That's why its good to have DM instead of a strict set of rules.
- It makes the heroes seem incompetant and retarded. Again, the second roll will make the odds much less. Also, it is again, up to the DM to keep this from happening. Not every fumble has to be critical damage to your ally or falling off a cliff.
- It makes characters with multiple attacks worse. Yes, a character that attacks more often will fumble more statistically. There's really nothing I can say about that. One good idea was that if a certain percentage of attacks hit, then 1's wouldn't activate the fumble roll.
Again, its totally up to the individual groups, but my group enjoyed my fumble rules and some have said that they miss them (I'm playing a PC now and the new DM doesn't use critical fumbles).
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4 years ago ::
Dec 02, 2008 - 1:33PM
#78
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Date Joined:
Mar 22, 2008
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I think the main points are that if you use critical fumbles, it should only be after a second roll. Everyone seems to agree that 1 in 20 is too harsh for a critical fumble, but 1 in 400 or 1 in 100 may be alright depending on the group. For a major fumble, yes 1 in 400+ should be what is used . For minor fumbles, 1 in 20 is okay.
- It is unfair to the PCs since they are more negatively affected than monsters. This is true, but its the DMs job to make sure the effects don't overstep or total screw a PC. That's why its good to have DM instead of a strict set of rules. If you look at it from a Players have 1 PC and the DM has infinite monsters, I can see this. If you look at it from the standpoint of the DM typically has to roll many more dice in combat than the PCs, it becomes unfair to the DM who fumbles a lot more often.
- It makes the heroes seem incompetant and retarded. Again, the second roll will make the odds much less. Also, it is again, up to the DM to keep this from happening. Not every fumble has to be critical damage to your ally or falling off a cliff. Yeah. That's why we have a recovery roll that only requires a dex check of 11 to succeed. Even with a 0 bonus, you're still looking at 50/50 of a fumble happening.
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4 years ago ::
Dec 02, 2008 - 1:37PM
#79
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Date Joined:
Apr 12, 2004
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For a major fumble, yes 1 in 400+ should be what is used . For minor fumbles, 1 in 20 is okay.
If you look at it from a Players have 1 PC and the DM has infinite monsters, I can see this. If you look at it from the standpoint of the DM typically has to roll many more dice in combat than the PCs, it becomes unfair to the DM who fumbles a lot more often.
Yeah. That's why we have a recovery roll that only requires a dex check of 11 to succeed. Even with a 0 bonus, you're still looking at 50/50 of a fumble happening. Yeah, I feel liek 1 in 20 to grant combat advantage, or even an OA, is fine. They happen all over the place anyway. Chance to eviscerate an ally? that's like one in 400.
Remember, nothing's ever unfair to the DM unless it keeps him from telling his story. If players blaze through an encounter, that's not unfair, just inconvenient. The DM and Pcs are on the same side.
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4 years ago ::
Dec 02, 2008 - 1:46PM
#80
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Date Joined:
Oct 17, 2004
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I'm on the side of critical failure = bad for the game simply because the game isn't built to handle them. For critical failures to work they would have to balanced out by critical successes... and the current critical hit system (doing max damage) is nowhere near as good as dropping your weapon, striking an ally or yourself, or granting combat advantage is bad. The bad is much worse than the good so the system works against the players.
The only way critical failures could work would be to balance them out with an equal critical success system. And even then I still think it would be a bad idea since a night of bad rolling would probably lead to either a total party kill or the DM having to do some quick fudging of the dice to avoid the total party kill. And since the critical success rules would also work for the monsters, a critical success which instantly kills and enemy the DM expected to die anyway is not nearly as bad as a critical success that instantly kills a PC.
A far as the realism argument goes, I have a good example of this. I think everyone would agree that it is not realistic for a dragon to be killed by a single dart... but I did it. In this particular critical success system, a twenty followed by another twenty was instant kill and that's what I rolled. I should have been excited but really it was just absurd that I could have accomplished this. In my opinion, realism has no place in a fantasy game... plausibility, yes, but realism, no.
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