Between the recent playtest article with new Expertise feats for weapon and implement users, and my own experiences running DnD 4e, I was wondering about success and failure and the d20 ... or, ignoring editions, ignoring level of optimization (and how much you can optimize) ... what should you need to roll on a d20 to succeed in an attack or check in DnD?
When 4e came out, it quickly became apparent that the number was off ... between monster hitpoints and defenses, combat at higher levels, or vs. solos, could be a little grindy. So we have these expertise feats, some call math fix feats to compensate.
But I can't help but feel that PCs might be too accurate these days. I just ran a little 14th level one-shot for my Encounters crew that only gets to play levels 1 to 3. So I threw Calastryx, the three headed 14th level solo Dragon from the new monster vault at them. I learned two major things: first, solo design has improved vastly. Calastryx had the damage and condition mitigation to successfully challenge the PCs (though applying to-hit penalties until end of PCs next turn were very devastating effects). Second, Calastryx's defenses may be too low, or PC accuracy was too high. The Drow hunter managed to, between Regal Lion stance and other bonuses, have a +24 to hit Calastryx's AC of 26, so only missing on a natural 1. The other PCs weren't nearly as egregious, but I came out of the encounter wondering if anyone was ever going to miss my dragon.
Now, the flip side to that was that my dragon had a similar situation. The Battle Cleric's Reflex defense made it so that Calastryx's breath weapon was practically an auto-hit as well, I'm pretty sure I hit him with a 4 on dice. But I didn't feel nearly as bad about that, given the Cleric's high fire resist made him immune to the zone aftereffect of the breath weapon. And when you have a warden that's dropping insane penalties to Calastryx's melee attacks, I rather enjoyed giving a little back in fire damage. Especially since it still took a lot of firepower to actually drop these PCs.
Even now, at low levels, PCs can rack up insane accuracy. I run Encounters, and there's a level 1 Human Scout with a +10 melee basic, enough to hit the level 2 bandits he was facing this week on a 6.
So, just in general, I have to ask ... what number on a D20 roll should indicate success?
When 4e came out, it quickly became apparent that the number was off ... between monster hitpoints and defenses, combat at higher levels, or vs. solos, could be a little grindy. So we have these expertise feats, some call math fix feats to compensate.
But I can't help but feel that PCs might be too accurate these days. I just ran a little 14th level one-shot for my Encounters crew that only gets to play levels 1 to 3. So I threw Calastryx, the three headed 14th level solo Dragon from the new monster vault at them. I learned two major things: first, solo design has improved vastly. Calastryx had the damage and condition mitigation to successfully challenge the PCs (though applying to-hit penalties until end of PCs next turn were very devastating effects). Second, Calastryx's defenses may be too low, or PC accuracy was too high. The Drow hunter managed to, between Regal Lion stance and other bonuses, have a +24 to hit Calastryx's AC of 26, so only missing on a natural 1. The other PCs weren't nearly as egregious, but I came out of the encounter wondering if anyone was ever going to miss my dragon.
Now, the flip side to that was that my dragon had a similar situation. The Battle Cleric's Reflex defense made it so that Calastryx's breath weapon was practically an auto-hit as well, I'm pretty sure I hit him with a 4 on dice. But I didn't feel nearly as bad about that, given the Cleric's high fire resist made him immune to the zone aftereffect of the breath weapon. And when you have a warden that's dropping insane penalties to Calastryx's melee attacks, I rather enjoyed giving a little back in fire damage. Especially since it still took a lot of firepower to actually drop these PCs.
Even now, at low levels, PCs can rack up insane accuracy. I run Encounters, and there's a level 1 Human Scout with a +10 melee basic, enough to hit the level 2 bandits he was facing this week on a 6.
So, just in general, I have to ask ... what number on a D20 roll should indicate success?
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