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Originally Posted by Tuco
I've see other people have grievances about this and I don't get it.
A "hit percentage" is nothing else than the summary of your chances with dices (for instance a 95% chance means you'll hit with any D20 roll BUT a critical failure), so this admittedly strikes me as an incredibly stupid, petty and pointless thing to complain about.

There, I said it.

What's exactly the difference between "roll a 7 or more" or "70% chance to hit" in practical terms? Absolutely none.

you're completely m i s s i n g the point.

it's not about what's displayed. it's about the fact that it says "you have a 94% chance to hit" and you miss, and miss, and miss, and miss, and miss. the statistical chances of this happening are slim and none. THAT'S my problem with it.

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Originally Posted by RagnarokCzD
Unlucky ...
Funny how no one ever complained about NPC missed his character, when they both are in same position ... so they both have the same 72% chance to strike. laugh

but they don't. if they did, I wouldn't care.

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Originally Posted by SaurianDruid
True RNG can be rough, but changing from percentages to dice won't alter your success/failure rate at all. It is just a means of determining how likely you are to succeed or fail.

Just remember a simple thing: What are the chances of missing a 95% chance swing?

5%.

What are the chances of missing three 95% swings in a row?

Not zero.

The RNG is fine. Working as intended. You might want to sacrifice a goat to Lady Luck, though.

stop, child. i know how to do math.

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Originally Posted by Blacas
Dice roll displayed for every single attack?
Thanks no!
The TB combat is slow enough.
I don't mind if this turns to be an option to be toggled but I seriously doubt this will cure the underlying psychological problem.

i don't want it displayed. i want the math to be right. it isn't.

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Originally Posted by Blackbow
you're completely m i s s i n g the point.
No, I'm not.
The point just wasn't that interesting, because it's the usual bullshit: biased whining about the perception that "you are missing more than you should".
it happens with every single game that includes a component of chance. like a goddamn clockwork.

Last edited by Tuco; 18/12/20 01:55 AM.

Party control in Baldur's Gate 3 is a complete mess that begs to be addressed. SAY NO TO THE TOILET CHAIN
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There are so many more elegant D20 systems that could still be compatible with D&D...

Cypher System (from Numenara, Monte Cook games pnp) gameplay involves a simple die roll to determines success or failure in any kind of action. The GM assigns a difficulty on a scale of 1 to 10 FOR EVERYTHING—a 1 is extremely simple, while a 10 represents a herculean task beyond the means of most mortals.
Once the GM has assigned this difficulty, the rest is up to the players.
Players apply their skills and experience, tools or other advantages, aid from one another, and other assets to reduce this difficulty. They can also focus a limited resource called Effort to further lower the difficulty of actions really important to them.
Once a player has reduced the difficulty as much as they are able, they roll a d20. The target number is equal to three times the difficulty.

This system resolves EVERY TASK, including combat. Creatures and NPCs have levels, and an opponent’s level is the difficulty of any task it opposes.

In combat, for example, an opponent’s level determines the difficulty to attack it, and to defend against its attacks. (Or anything else for that matter—tricking it, talking it into something, seeing through its deceptions, and so on.) That doesn’t mean opponents are necessarily one-dimensional: A level 3 creature might make attacks with its fire whip as though it was level 5, but defend against mental attacks as if it was level 2. The design focus, though, is on a creature’s motivations, tactics, and interesting abilities, rather than a large block of statistical information. This frees the GM’s attention to focus on using creatures, story elements, the game environment, and so on in a creative manner, rather than on modifiers and numerical details.

In short, the Cypher System’s game engine elegantly keeps the focus on story and action, without sacrificing structure or mechanical detail.

Last edited by mr_planescapist; 18/12/20 07:30 AM.
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Originally Posted by mr_planescapist
There are so many more elegant D20 systems that could still be compatible with D&D...

Cypher System (from Numenara, Monte Cook games pnp) gameplay involves a simple die roll to determines success or failure in any kind of action. The GM assigns a difficulty on a scale of 1 to 10 FOR EVERYTHING—a 1 is extremely simple, while a 10 represents a herculean task beyond the means of most mortals.
Once the GM has assigned this difficulty, the rest is up to the players.
Players apply their skills and experience, tools or other advantages, aid from one another, and other assets to reduce this difficulty. They can also focus a limited resource called Effort to further lower the difficulty of actions really important to them.
Once a player has reduced the difficulty as much as they are able, they roll a d20. The target number is equal to three times the difficulty.

This system resolves EVERY TASK, including combat. Creatures and NPCs have levels, and an opponent’s level is the difficulty of any task it opposes.

In combat, for example, an opponent’s level determines the difficulty to attack it, and to defend against its attacks. (Or anything else for that matter—tricking it, talking it into something, seeing through its deceptions, and so on.) That doesn’t mean opponents are necessarily one-dimensional: A level 3 creature might make attacks with its fire whip as though it was level 5, but defend against mental attacks as if it was level 2. The design focus, though, is on a creature’s motivations, tactics, and interesting abilities, rather than a large block of statistical information. This frees the GM’s attention to focus on using creatures, story elements, the game environment, and so on in a creative manner, rather than on modifiers and numerical details.

In short, the Cypher System’s game engine elegantly keeps the focus on story and action, without sacrificing structure or mechanical detail.
I know this isn’t the point OP is trying to make, but I don’t think the problems are the dice mechanics of 5E, but rather how Larian is surfacing them to the player. Agreed, many players could care less about what’s happening under the hood – but that’s exactly what makes this game special and should be leveraged. The popularity of 5E speaks for itself.

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