One thing with the dice roll UX that I think would add a little context for me would be to see what I rolled and how my modifiers affected the roll. Right now I'm assuming that whatever they show me on the die is the roll and the modifier. That's not exactly specific to this convo but this made me think of how much game design is taking the literal or practical and designing for the best experience.

Anecdotally I have thought that there are experiences I come across where I am meant to succeed on a roll and I almost always do. I've reloaded saves many times to replay through some experiences and 9/10 times I succeed on the dice roll. I think to your point this could be entirely perception, but RNG and PNG algorithms are often in need of tweaking to fit the gameplay and perception of the user.

Originally Posted by Sven_
Originally Posted by fishworshipper

It sounds to me like there’s an underlying problem here. Are you sure you’re not just... well, playing badly? Sitting in low ground, fighting where your characters can’t see, will grant advantage to get hit and disadvantage to hit.


He's claiming he's getting constantly bad rolls on the D20, and the opposition would constantly roll 17+.

Never seen that. Because that's not happning. Just in my last fight I've had them hitting a couple critical misses, even.

People aren'T flying through the EA because some fight compositions itself can be comparably tough (opposition having height advantage plus outnumbering possible 4 man parties by a ton) -- plus, some monsters are given abilities they don't have in the tabletop necessarily. There is virtually no reason to righ the dice against the player when encounters as well as enemy stats are up to the devs (go ask the Pathfinder guys and their AC 20+ goblins).


Last edited by tgerz; 15/10/20 06:31 PM. Reason: Grammar and spelling