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5 months ago ::
Jan 05, 2013 - 1:43PM
#11
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Date Joined:
Apr 21, 2007
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I like role-playing the combat, though not everyone does. So if there is a roll for 1 point of damage, I like to explain WHY he hit for only 1 point of damage. If you take that out then it gets very boring, though admittedly I haven't been doing this much lately. Either way, rolling is fun, especially now that tougher monsters have 3+ dice. I could certainly see you not rolling for a room full of 20 kobolds... there is a point where it becomes necessary to use predetermined numbers.
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5 months ago ::
Jan 06, 2013 - 7:14AM
#12
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Date Joined:
Apr 30, 2012
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I used both during playtest. Normally i roll, but to speed events i used a couple of statics here and there at random. If you use it here and there the players will not notice any difference and you'll give a small speed up to your game. Just make sure to roll it when they could potentially die or not die by that roll.
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5 months ago ::
Jan 08, 2013 - 8:08PM
#13
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Date Joined:
Jul 15, 2008
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(Hopping in late here)
First, I want to say that beside the "fright factor", there's the opposite effect, that's fun:
The fragile Rogue who couldn't roll out of the way in time of the Ogre heavy club, offers one last prayer to Yondalla knowing he'll be joining her in the eternal realm soon as the weight of the gnarled wood crashes into him. What's this, he thinks. Has Yondalla answered my prayer and interceded to save my life? Rolling back to his feet, bruised, gasping hard for breath, and wincing against the pain in his ribs, the halfling grips his daggers firmly and looks for a way out.
When a creatures rolls 1, 1 on 2d8, the roleplay can be equally interesting and entertaining.
I am with NicolBolas. The variability of the dice gives some impetus to variation of combat description.
As for speed of combat, can't argue there though for those not playing virtually (where rolling static or variable damage takes essentially the same time), I would suggest combining attack rolls (d20) with damage rolls so that if you see a hit, you also see the results at the same time.
One of the problems, though, I have with fixed damages was what I see occur in 4E too often for my taste: when damage reduction is involved, if a minion or creature does fixed amount (say 4), having resist 5 means they'll never, even with a little luck, score damage. However, that 1d8 still stands a 37.5% chance of at least reminding the character that a longsword has a sharp edge, even if only grazing to the hardy character.
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5 months ago ::
Jan 09, 2013 - 1:30PM
#14
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Date Joined:
Jun 15, 2004
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One of the problems, though, I have with fixed damages was what I see occur in 4E too often for my taste: when damage reduction is involved, if a minion or creature does fixed amount (say 4), having resist 5 means they'll never, even with a little luck, score damage.
I saw this happen constantly for ongoing damage... but that was as intended. I saw it occur a few times for regular damage (mainly with summoned creatures), but it never created a problem (and I always had the option to roll, as mentioned).
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5 months ago ::
Jan 09, 2013 - 3:13PM
#15
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Date Joined:
Jul 15, 2008
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I saw this happen constantly for ongoing damage... but that was as intended. I saw it occur a few times for regular damage (mainly with summoned creatures), but it never created a problem (and I always had the option to roll, as mentioned).
Yeah. I saw it as a buffer against ongoing, which is as intended. I've been pretty heavy in NEXT/5E in recent months, though, because I don't ever remember seeing 4E give Minions optional rolls to circumvent this.
It kind of reminds me of when Invigorating first came out as a keyword. Character with High CON would literally become immune to anything that couldn't do more than their CON modifier in damage. We had one night of fun with it but it was quickly houseruled to what it would become through errata.
I am certainly not going to say that die rolls for damage is for everyone, just saying that between roleplay and the excitement of uncertain results (both for the good and the bad), I continue to let the dice bounce to the will of the fickle gods of fate here.
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5 months ago ::
Jan 09, 2013 - 3:25PM
#16
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Date Joined:
Jun 15, 2004
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it never created a problem (and I always had the option to roll I don't ever remember seeing 4E give Minions optional rolls to circumvent this.
Ah. Yes. I was only thinking of my own damage averaging in 4e. I didn't have an option to roll minion damage, but I was perfectly ok with some PC's being immune to damage from certain minions.
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5 months ago ::
Jan 09, 2013 - 3:49PM
#17
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Date Joined:
Jul 15, 2008
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Ah. Yes. I was only thinking of my own damage averaging in 4e. I didn't have an option to roll minion damage, but I was perfectly ok with some PC's being immune to damage from certain minions.
Nod... and that's certainly your right as a DM. I kind of like the uncertainty and variability of the dice. Yes, you have RESIST: 5, but that little sneaky kobold with that 1d6+1 sling might just roll beyond what you have and find that flaw in your defense.
Obviously, though, it's slower. If a fighter could walk into a room knowing all 10 creatures cannot possibilty damage it, you can cut-to-the-chase and have them all defeated whereas I would have to play out the entire battle as a point of damage here and there might eventually wear down the warrior. Same way as in reverse, should a character be down to 4 hit points and facing that kobold, it would be a defeat regardless whereas I'd have to pause to see if they somehow lucked out and rolled away from some of the damage, surviving what seemed likely to be a killing blow.
Each has their advantages and disadvantages, and I think it's great that they give the option to allow each DM and table to decide what they enjoy most.
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5 months ago ::
Jan 09, 2013 - 9:20PM
#18
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We began using a Hit Result Table, one roll determines everything, to make combat go faster and added more flavor. To make this work, switched 1d20 to 2d10 for combat and skill checks only. Also hits involving low number roll meant attacker is either much higher level or has tactical superiority, so we added some control the attacker can choose. We decided to use "up to" damage amount to give the attacker a choice, to either do max damage allowed with the hit result or less. We felt just because attacker saw an openning to do 50% damage does not mean the attacker had to exploit it fully. Sometimes the attacker may want to toy with a lesser opponant, so we added that in.
2 (1%) critical fumble; Attacker stunned 1-4 rnds. Save ends. 3 (2%) fumble. Attacker dazed until start of next turn. 4-5 (7%) Up to 25% damage or daze, prone or slide target 1-2 squares. 6-7 (13%) Up to 25% damage. 8-14 (58%) Up to 50% damage. 15-16 (13%) Up to 75% damage. 17-18 (7%) Up to 100% damage. 19 (2%) Critical hit; 100% damage and target is stunned 1-4 rounds. Save ends. 20 (1%) Epic Critical; 150% damage and target makes a save against Unconscious. Target makes the save; Target is stunned 1-4 rounds. Save ends.
£ Hit result table applies to damages that require dice rolls to determine damage. It does not apply to any other damages that do not require an attack roll. All other effects are compounded with the effects provided in the Hit Result.
We used it for past 5 game sessions and it has been working out very well. That 1% chance critical fumble and epic critical seem to come into play more often then we thought, and when it happens had been adding some crazy excitement.
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5 months ago ::
Jan 09, 2013 - 10:21PM
#19
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Date Joined:
Jun 24, 2005
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I let the playas roll
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5 months ago ::
Jan 10, 2013 - 5:20PM
#20
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I think it is the perfect case of simplicity with added complexity if your getting bored, or feel the need for a change.
It is an excellent element and should stay forever.
Leaving the decision to go static or roll up to the dm.
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