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The Raven's Mutterings
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"The Raven's Mutterings
Wherein Carl Cravens talks about roleplaying and related topics
Tuesday, May 26, 2009
Difficulty planning in D&D 4E
So I've been looking at using 2d10 in place of d20 in D&D 4E… I've
written about 1200 words on the subject so far, but I haven't come to
a strong conclusion yet.
I went down this path of seriously considering 2d10 in pursuit of
improved consistency, and one of the primary drivers of that is that
I'm having trouble planning encounters.
I threw a "really tough" encounter at the PCs, five levels above their
level, and they waltzed through it with hardly a scratch because of a
string of really great rolls right at the beginning, while I was
rolling badly. I threw an "even level" encounter at them and the
ranger almost died because of the reverse. And this keeps happening
over and over. I feel like the dice have total, random control over
the tension and outcome of the encounter to the point that choice of
foes and player actions don't matter as much as the dice do.
All it's going to take is one encounter just a couple levels above the
PCs when that good/bad die rolls run in my favor to get a TPK out of
an encounter I did not expect to risk the life of even one PC.
In other games, I've not had a problem tweaking damage and even die
results behind my GM screen. But in D&D 4E, I feel like this is
somehow wrong… this isn't a half-freeform game, this is a tactical
system. I feel like I'm robbing the players of a real victory,
creating an illusion of successful tactics when in reality I've handed
them the win. But then I feel like the dice are also doing a similar
thing… overshadowing the player's decisions.
So I'm having trouble d"
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