I've seen people complaining about the wound system making sniper weapons unable to score 1-shot kills. I can see what they mean. Sniper weapons as they are now simply don't deal enough damage to cause a fatal wound, at most they cause the target to start bleeding out or burning to death. The only instant kill possibility is righteous fury on lesser enemies, but other weapons can do the same thing.
Zinegata wrote:Moreover, the idea that you are required to take so many tactical options in order to make your DH character barely effective is not a feature; it is a massive design problem - it's essentially saying "Even if you powergame your character will still be not very good". This entire premise is fundamentally flawed to begin with.
Since when was powergaming limited to what's on your character sheet ?
How does your suggestion of starting stats in the 60s work with in-combat modifiers like range ?
It works in that in most cases, you don't need to add an extra +20 for most checks. You only subtract 10 or 20 when you're actually facing real problematic enemies or taking very difficult shots.
It has
nothing to do with adding or removing tactical options, but it has everything to do with rationalizing the game so that its base math actually works 95% of the time without needing to recalculate. This is the equivalent of getting rid of THAC0 because while THAC0 may be the same as the 3.X system of math, THAC0 is stupid because you're forced to calculate the damn thing backwards.
I have got no idea what THAC0 is.
As for removing tactical options, with higher base numbers you are going to do one of the following:
- The standard attack action comes with a penalty.
- Anyone using tactical options gets a higher hit chance than the 50% you think is ideal.
- You dump the tactical options.
Which would you suggest doing ?
Do you have any proof that BI decided to sync the numbers wih the tabletop ?
Because trying to sync the numbers while using a different sized die seems a very strange move.
D100 is based off WHFRP, which did try to synch the numbers with the tabletop. This is why the tens digit is such a big deal in the early FFG books, which they've gradually dropped as they realized how stupid it was.
You still haven't proven any link between any of the tabletop games and RPG. Just shifted which game and tabletop you claim are linked.
Zinegata wrote:The issue is that you generally want your base success level to be at around 50% for an RPG, modified by your own bonuses and difficulty.
Please prove that having a base success level that isn't around 50% is an objectively bad thing. Because it sounds very subjective to me, especially when you consider how the mechanics interact with the games themes.
I've played a wide range of RPGs, with all sorts of hit chances for fresh characters. I've even played one that uses a Jenga tower instead of dice. At no point have I felt like their base success rate being something other than 50% is a problem.
For instance, in 3.X you roll a D20 against a "standard" armor class of 10. That gives you a 55% chance of succeeding. If you add tools (e.g. powergame) then you get a better result - something like 60-70% hit chance, even when the enemy has an AC higher than 10.
Or are you just saying that since D&D does it, it must be right ?
Because there are so many things I don't like about D&D that I don't play it. So if that is the argument you are going with, you have better have a really convincing argument for that.
And note these success levels are for level 1 characters.
Those numbers I calculated above that get an easy 50% hit chance are also for fresh characters. Since you're talking about combat chance here, they are still relevant.
For the 50% hit chance you're talking about in D&D, what other things do players do on the turns where they have that hit chance ?
Zinegata wrote:Yes, but the problem is that DH characters have problems hitting the broad side of a barn, when their tabletop stats (not to mention the fluff) clearly suggests they should be able to manage this. The problem isn't DH characters not able to solo Daemon Princes ala Superman. The problem is that they can't even do the things that their limited powers are SUPPOSED to be able to do.
No they do not. 50% hit rate on a human target sitting at typical ranges (ranges that make melee a viable option) is easy.