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Switch to Forum Live View Why Are Multiple Attacks "Bad"
4 months ago  ::  Jan 18, 2013 - 3:33PM #171
chaosfang
Date Joined: May 1, 2009
Posts: 4,878

Jan 18, 2013 -- 2:40PM, Maxperson wrote:

Jan 18, 2013 -- 2:36PM, Ravenmancer wrote:

And that's one of the things they said they'd like to do with this change over from mdd to [w], isn't it? If you have 3[w] to attack with, you'll either attack one guy at 3[w]+mods, two guys at 2[w]+mods and 1[w]+mods, or three guys at 1[w]+mods each. So basically each [w] is a separate attack but you only roll to hit and add modifiers once per target.




That makes no sense.  If I can attack 3 different people for 1w+mods, then I can attack 1 person three times for 1w+mods each attack.  Anything else is nonsensical.



Actually, if you outright remove the "+mods" part, it makes perfect sense that you either do 3[W] to one, or 1[W] to three.  And considering how they did mention once that they're at least considering the removal of the ability modifier to damage, I'd like to see how completely removing modifiers and sticking to just weapon dice would affect dynamics.

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Oct 3, 2009 -- 12:36AM, MrCelsius wrote:


If you're crossing the street and see a city bus barreling straight toward you with 'GIVE ME YOUR WALLET!' painted across its windshield, you probably won't be reaching for your wallet.



I Don't Always Play Strikers...But When I Do, I Prefer Vampire
Stay Thirsty, My Friends


This is what I believe is the spirit of D&D 4E, and my deal breaker for D&D Next: equal opportunities, with distinct specializations, in areas where conflict happens the most often, without having to worry about heavy micromanagement or system mastery.

What I hope to be my most useful contributions to the D&D Community: DM Idea: Collaborative Mapping, Classless 4E (homebrew system, that hopefully helps in D&D Next development), Gamma World 7E random character generator (by yours truly), and the Concept of Perfect Imbalance (for D&D Next and other TRPGs in development)

Pre-3E D&D should be recognized for what they were: simulation wargames where people could tell stories with

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4 months ago  ::  Jan 18, 2013 - 3:38PM #172
Saelorn
Date Joined: May 27, 2012
Posts: 2,949

Jan 18, 2013 -- 3:13PM, Dwarfslayer wrote:

If you've ever run 2nd edition, you should be used to it, where a round 1 minute, and you only got 1 attack in that time. I really hope in your game it wasn't both parties standing around for 55 seconds staring at each other before one guy actually took a swing.


I think one of the major reasons they switched to the 6-second round was to accomodate this perception.  While it would be ... excessive, to insist that one attack was one swing in AD&D (especially since they declared otherwise in the books), it's at least somewhat reasonable to assume that you only make the designated number of real attacks within a six-second period.  I've been in fights where everyone was relatively inexperienced and they spent three or four seconds (or more) looking for an opening.

The metagame is not the game.
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4 months ago  ::  Jan 18, 2013 - 4:11PM #173
Maxperson
Date Joined: Mar 22, 2008
Posts: 22,468

Jan 18, 2013 -- 3:27PM, Dwarfslayer wrote:

Jan 18, 2013 -- 3:20PM, Maxperson wrote:

..."window.parent.tinyMCE.get('post_content').onLoad.dispatch();" contenteditable="true" />Unless you got more than one attack, and then you got........more than one attack that applied the equally whether you attacked multiple opponants or a single opponant.  Your example doesn't apply.



I don't see your point. You're talking about abstracting an attack roll to be multiple attacks as though that didn't happen, but in 2E, it very clearly did. in fact the book specifically said it did. Your one attack roll or two attack rolls or whatever didn't represent one swing, but instead represented strikes you made on your foe over the course of your battle.

The idea that one roll = one swing is flat out not true.




That's not true.  The one attack roll represented the ONE opening you found to get in a hit during that round.  The rest was manuevering and sparing back and forth waiting for your ONE ATTACK.  One roll equalled one attack. 


Then why does your AC improve by getting plate armor? Why does a big iron golem or a dragon have high AC? The assumption of AC has always been that you can "miss" and basically still strike the creature, you just don't damage it. That's why 3E has a specific touch attack mechanic to differentiate a "hit" from a real hit.




Right.  Attacks that don't hurt are misses.  Attacks that miss are misses.  Attacks that hurt are always "hits" as defined by the book.  A "hit" is never a miss, because a miss does no damage.  So a "hit" is always a hit no matter what.  You're just confused over the nature of abstract hit points and how to describe that hit point loss.  It's hit point loss you are describing, NOT a hit or a miss.

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4 months ago  ::  Jan 18, 2013 - 4:16PM #174
Dwarfslayer
Date Joined: Oct 25, 2010
Posts: 2,067

Jan 18, 2013 -- 4:11PM, Maxperson wrote:


Right.  Attacks that don't hurt are misses.  Attacks that miss are misses.  Attacks that hurt are always "hits" as defined by the book.  A "hit" is never a miss, because a miss does no damage.   




Except with some of the many mechanics in D&DN and 4E (and I believe 3E even had them) where you can miss and do damage. See D&DN Inflict X wound series of spells. "hit" and "miss" are abstractions, the same as hit points.




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4 months ago  ::  Jan 18, 2013 - 4:18PM #175
Maxperson
Date Joined: Mar 22, 2008
Posts: 22,468

Jan 18, 2013 -- 4:16PM, Dwarfslayer wrote:

Jan 18, 2013 -- 4:11PM, Maxperson wrote:


Right.  Attacks that don't hurt are misses.  Attacks that miss are misses.  Attacks that hurt are always "hits" as defined by the book.  A "hit" is never a miss, because a miss does no damage.   




Except with some of the many mechanics in D&DN and 4E (and I believe 3E even had them) where you can miss and do damage. See D&DN Inflict X wound series of spells. "hit" and "miss" are abstractions, the same as hit points.




Then it's not truly a miss.  With such powers, you cannot miss.  You can only hit in degrees.

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4 months ago  ::  Jan 18, 2013 - 4:26PM #176
Dwarfslayer
Date Joined: Oct 25, 2010
Posts: 2,067

Jan 18, 2013 -- 4:18PM, Maxperson wrote:

Jan 18, 2013 -- 4:16PM, Dwarfslayer wrote:

Jan 18, 2013 -- 4:11PM, Maxperson wrote:


Right.  Attacks that don't hurt are misses.  Attacks that miss are misses.  Attacks that hurt are always "hits" as defined by the book.  A "hit" is never a miss, because a miss does no damage.   




Except with some of the many mechanics in D&DN and 4E (and I believe 3E even had them) where you can miss and do damage. See D&DN Inflict X wound series of spells. "hit" and "miss" are abstractions, the same as hit points.




Then it's not truly a miss.  With such powers, you cannot miss.  You can only hit in degrees.




Max, come on man.

Here's a quote from the inflict light wounds spell text "The target takes 3d8 necrotic damage on a hit, and half as much damage on a miss."

It's specifically called a miss.

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4 months ago  ::  Jan 18, 2013 - 5:09PM #177
chaosfang
Date Joined: May 1, 2009
Posts: 4,878

Jan 18, 2013 -- 4:26PM, Dwarfslayer wrote:

Jan 18, 2013 -- 4:18PM, Maxperson wrote:

Jan 18, 2013 -- 4:16PM, Dwarfslayer wrote:

Jan 18, 2013 -- 4:11PM, Maxperson wrote:


Right.  Attacks that don't hurt are misses.  Attacks that miss are misses.  Attacks that hurt are always "hits" as defined by the book.  A "hit" is never a miss, because a miss does no damage.   




Except with some of the many mechanics in D&DN and 4E (and I believe 3E even had them) where you can miss and do damage. See D&DN Inflict X wound series of spells. "hit" and "miss" are abstractions, the same as hit points.




Then it's not truly a miss.  With such powers, you cannot miss.  You can only hit in degrees.




Max come on man. Here's a quote from the inflict light wounds spell text "The target takes 3d8 necrotic damage on a hit, and half as much damage on a miss."

It's specifically called a miss.


I'm looking through the D&D Playtest's "How to Play" section, and "Hits" have no such definition as "attacks that hurt".  In fact...

Attack Rolls
When you attack with a weapon or a spell, you must determine whether the attack hits or misses.
You do so with an attack roll, a d20 roll with modifiers that represent your natural skill with a weapon or spells, as well as any special skill or training you possess.
The DM might decide that you have a better or worse chance to hit depending on factors beyond your control. For example, it is harder to hit an orc that is crouched behind a stone wall than one standing in the open.
An attack roll looks like this: d20 + ability modifier + weapon or magic training (if any) + situational modifiers.
If the total of your roll equals or exceeds the target’s Armor Class (AC), the attack hits.




Unless I've overlooked something, I do not see anything even in the current itineration of the playtest where "hit" was described outside of being used purely as a mechanical game term.  In fact, it's only Parry that states that:

If the damage drops to 0, the hit becomes a miss.




I think the explanation is this: normally, even if the damage of an attack is reduced to 0, the other effects of an attack still kick in -- a poisoned blade's venom still seeps into the armor, or a really strong attack still staggers you even though you took no damage from it.  Parry (be it with sword or shield) allows you to completely negate an attack by explicitly turning an attack into a miss.

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Oct 3, 2009 -- 12:36AM, MrCelsius wrote:


If you're crossing the street and see a city bus barreling straight toward you with 'GIVE ME YOUR WALLET!' painted across its windshield, you probably won't be reaching for your wallet.



I Don't Always Play Strikers...But When I Do, I Prefer Vampire
Stay Thirsty, My Friends


This is what I believe is the spirit of D&D 4E, and my deal breaker for D&D Next: equal opportunities, with distinct specializations, in areas where conflict happens the most often, without having to worry about heavy micromanagement or system mastery.

What I hope to be my most useful contributions to the D&D Community: DM Idea: Collaborative Mapping, Classless 4E (homebrew system, that hopefully helps in D&D Next development), Gamma World 7E random character generator (by yours truly), and the Concept of Perfect Imbalance (for D&D Next and other TRPGs in development)

Pre-3E D&D should be recognized for what they were: simulation wargames where people could tell stories with

The Best Answer to "Why 4E?"

Fun vs. Engaging
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4 months ago  ::  Jan 18, 2013 - 5:28PM #178
penandpaper2
Date Joined: Jul 2, 2008
Posts: 1,143

Jan 18, 2013 -- 7:21AM, sleypy wrote:

Jan 18, 2013 -- 7:09AM, dmgorgon wrote:

Withint the context of 4e style powers multi-attacks slow the game down.    Which is why they were avoided in 4e and limited to powers like twin strike.      I think this is why many 4e players don't want to see multi-attacks.  From their perspective it means multi-"powers" per round and consequently reactions that need tracking.  

But multi-attacks in systems like AD&D or D&D Next don't suffer from this issue.    You simply roll all your d20s and start by calling out the worst AC you hit.    You can even roll your damage at the same time.     

This all reminds me of a house rule our AD&D group tried once.   We allowed fighters to make an attack roll against every creature within reach.    The more creatures he tried to attack the greater his attack penalty.       It actually worked out rather well (technically it was a called shot).   Fighters didn't need a special feat called whirlwind or power to attack everyone around them.    We created this house rule after a fighter in our party wanted to perform an improvised attack against all 8 orcs that had sorrouned him.    All he wanted to do was spin around hit some of them with his two handed sword.   IMO,  this gave him a lot more freedom per round and was far less limiting than a feat.    We even allowed him to reduce his attack penalty if he spent one of his extra attacks.   

 



Yes. When multi-attack is one of many viable choices to make on your turn it slows the game down. When multi-attack is your only option it does not.




Huh?  Why view time as an entire round?  For all the talk about fairness on these forums, I am surprised people don't view time per player, not overall as an entire round.  I mean, after all, if you want everyone to shine and contribute, that should certainly make one think about the amount of time they get in the limelight.  If my thief simply hides to get combat advantage next round, and then I have to sit through the fighters 2 attacks, then the wizards spell and all its effects, then the sorcerer flipping through his spell book determining which spell is best for the situation, then the clerics heal spells and attack - that's not very "fair."  I spent 10 seconds on my turn and everyone else spent 3-5 minutes on theirs. 

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4 months ago  ::  Jan 18, 2013 - 9:36PM #179
CVB
Date Joined: Aug 11, 2006
Posts: 798
I've come to the realization that if multiple attacks are ungainly, or simply unwanted, than I'm fine with one attack per round.  As long as it's consistent AND they shorten the round to 1-2 seconds, instead of a huge six.
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4 months ago  ::  Jan 19, 2013 - 2:50AM #180
ren1999
Date Joined: May 23, 2012
Posts: 592
Question: If I shoot an arrow at a deer do I automatically hit 3 deers?
Answer: No.

If I shoot an arrow at a deer 10 years later having shot deer for 10 years, do I do 3x as much damage?
Answer: Maybe. But then in order to make a challenging hunt, I've got to give the dear 3x as much hit points at higher levels just so it will survive more than 1 round.
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