
Originally Posted by
Zirun
Oh lordy lordy. Is this thread the epicenter for the impending Dooooo0000ooo0000m-ocalypse?
To-hit becoming entirely pointless with these changes? If things are more complicated than 1-20 numbers it's bad? Moving away from 3.5, even just a little bit, suddenly makes this game decidedly not-D&D?
Seriously?
1) To-hit will not be pointless to acquire. People currently do virtually everything they can for more damage. They do this because defenses are pointless (AC) or require very little effort to acquire (blur, shield mastery, HP) and there are so many sources of to-hit in the game that you don't need all of them for a 95% chance to hit. So people max damage. With the changes proposed, higher to-hit will always be a source of more damage. If you want max damage (which some people will, although less than currently with more defensive values becoming relevant), then you get as much to-hit and damage as you can.
2) It's only more complicated if you delve into the numbers. On the surface, for people that don't care, it's really simple: More to-hit = more damage, more AC = more defense. Will there be situations where more to-hit doesn't give any more effective damage? Sure. But we have those situations now, too. Most people won't care about that, though. And the people that do care about it are the ones who currently optimize and run numbers on everything, anyways. It's a non-problem. Could it be simpler? Sure. The current system is so simple that it doesn't work. But we don't want that, do we? No, we don't. There has to be more complexity. There has to be more numbers thrown in. Or else you'll get something equally broken.
3) Just because things no longer literally hinge on a d20 roll doesn't mean it isn't D&D. I have some friends who play D&D. One time they brought in some other people who had never played before. They made characters and want to be the best boat-makers in the world. So they put all their skill points into boat-making, and they made boats. No combat, no equipment. It's still D&D, though, because that's the heart of D&D: Customization. The ability to do what you want, how you want, when you want. That's why multiclassing is such an important part of DDO (and the main thing that sets it apart from other MMOs).
And when something doesn't fit, what can you do? Change it. If my friends want to be the best boat-makers in the world, do I throw down my fist and exclaim "No! You're in the dungeon of blahdeblah, and you have to fight these goblins, rescue the villagers, and escape!"? Of course not, that would be idiotic. D&D encourages modification to fit what you want to do with it. That's why there are so many manuals, so many campaigns, so many modifications, and so many people playing it in vastly different ways.
Some things just don't fit in an MMO with real-time combat. The attack sequences of P&P, with their decreasing AB for each attack in a round, don't work, because then people simply interrupt their attack chain and get the full AB on every hit. The HP totals don't work, because things would die way too fast when put in a real-time situation. These are departures from the official 3.5 rulebook, and yet people generally seem fine with them.
Another thing that doesn't really work is the d20. Yes, we all love it. It has you on the edge of your seat when you're sitting at a table with your friends. But it's virtually meaningless in a real-time MMO. There are so many dice rolls doing on that each one has virtually no impact unless it's that 1 you rolled on that massive Disintegrate that killed you. We all value the d20 so much, and yet it has no real impact on the game. Except when it's bringing it down. Having a 20-point effective range on hits in an MMO that's constantly adding levels and content simply doesn't work. If things kept going and we got to level 40, 50, etc., the exact same thing would happen with saves; either you go big or you ignore them altogether. That's bad game design.
So what do they do? Change it up. Make it work for the game that's being played. Just like the P&P group that decides to go fishing and do nothing else. Just like the guy who puts all his points into disguising himself to keep people from seeing that he's actually a bear for as long as possible. And yet a fecalstorm is launched because it doesn't stay true to the original game, despite branching off from the original game being a core part of the original game.
Is it perfect? Of course not. I think the free 25% chance to hit thanks to proficiency is too high and should be 5-10% if it's there at all. But there are going to be problems with any system. So long as it makes AC relevant, however, it's hard to mess it up badly enough that it's a net negative effect on the game (not the perception of the game, but the actual game itself).
Not trying to be mean or anything, but I seriously don't get all the furious complaining. Over-reaction is over. Maybe somebody'll explain it to me...