As with anything involving nerds and numbers, the maths of D&D 4E combat has been analysed far more than can possibly be considered healthy: specifically, the almighty To-Hit roll in combat. But is there something wrong with D&D 4E combat? Recently, there has been a lot of chatter around the usage of 3d6 instead of a d20 to average rolls and increase the hit chances: a blog post, “Dice Heresy by Chris Sims”, has been the focus of some of this, discussing the maths and comparing it to World of Warcraft.
Background
Mathematical analysis of 4E D&D characters shows that the base hit chance tends to hover around 60%. This is a bit worse than previous editions, and monsters also have more hitpoints now, so people are pinning it as one of the reasons that 4E combat takes so long.
With the Expertise Feats in the PHBII and PHBIII came a Feat bonus to hit, which was claimed by many as simply a ‘fix’ to the mathematics of the system. However, a single +1 doesn’t change a system.
There have been other posts with various ideas on how to ‘solve’ the situation, ranging from decreasing Monster defences to Taking 10 on To-Hit rolls. However, using 3d6 instead of a has generated the most discussion and, at times, heated debate.
Investigating the 3d6 suggestion
The concept of using 3d6 means you are more likely to get average rolls. You trade out the chance of high rolls for fewer low ones, which to some is desirable. The maths of the distribution means that small bonuses and penalties tend to have large effects. Because of this, using 3d6 means the players are usually more likely to hit. Certain systems, like GURPS, use 3d6, although it has been pointed out that various differences such as more negative modifiers and opposed rolls mean the situation is a bit different.
The comparison of D&D 4E to World of Warcraft has been around for a while, and the suggestion is that since World of Warcraft has nearly an 80-90% chance of hitting, this is correct and fun and thus D&D should too. This is generally a misguided comparison as combats in World of Warcraft have a tendancy to either be either steamrolls or massive boss fights, neither of which match your average 4E combat.
Regardless of other concerns, it has also been pointed out that the 3d6 system actually makes powergaming worse, as each tiny +1 has more effect than when using a d20.
The solution
The assumptions about D&D 4E combat are simply wrong. The complaints about the system are ignoring one simple fact – it’s a team game, and the developers balanced it as such. You don’t have a 60% chance to hit, because your Leaders are increasing your To-Hit, and your Controllers are weakening the enemy Defences.
Whilst the assumption of 60% includes magic implements and weapons, it is important to make sure these are up to scratch. Positioning for Combat Advantage and similar bonuses is also a important: in 4E combat, movement and positioning are far more important than they used to be.
Whilst writing this, I came to the realisation that in our game, we have trouble hitting for exactly this reason. Our only Leader (a Warlord), doesn’t attend many sessions, and we’re behind in magic items (…partially our fault for being chased out of every town we’re visited [entirely your fault, ed...]). We have 2 Wizards, so we’ve got the Controller bit all covered, and sure enough: when we get our act together and coordinate, things work.
Here’s an example: lets say you’re a level 6 Fighter. Without anything particularly special you have +13 (+3 Lvl, +4 Str, +3 Prof, +2 Enh, +1 Talent). Lets say you’re fighting an Orc Bloodrager, a Level 7 Elite Brute with an AC of 21. Your base chance to hit is 60% (8+). Spot on as expected. The Wizard Thunderwaves the Orc between you and a buddy, giving you Flanking for Combat Advantage. The Cleric hits it with Lance of Faith, giving you a bonus to hit. You’re now at 80% (4+), and the other party members only used At-Wills.
This also means having the party choose their Powers right. If your Warlord cares more about doing damage than giving allies bonuses, then he probably chose the wrong class. If your Wizard chose Acid Arrow as their Level 1 Daily, they need smacking over the head with a PHB a gentle explanation on the concept of ‘team work’ made to them.
Too much to ask?
Some may now say: doesn’t this put a lot of pressure on the players and DM? The players need to make sure they have the right role distribution in the party, with the Powers appropriate to their roles, and the DM has to ensure they have the appropriate magic weapons and the like for their level.
Wait. Let me to rephrase that…
The party shouldn’t be all Fighters, Wizards shouldn’t hit people with swords, and they should all have decent equipment.
Wait a sec. That sounds like every edition of D&D ever.
D&D 4E is a Team Game
Whilst it’s not all perfect, the fact is is the D&D 4E developers got one thing right: 4E is a team game, far more than previous editions. Work with other party members, and things aren’t that bad.
It’s no surprise that mathematical analyses of the hit chances of a single character, like mentioned in the Dice Heresy post, come up short: the fact is, D&D isn’t meant to be played alone.
Footnote 1: Feat Tax, Scaling Abilities, and Other Debated Technicalities
There are those who consider the Expertise Feats so mandatory, that they (and some others) are just a tax, and should be automatically included. In fact, they say that additional bonuses to not just attacks but also defences, all through the career of the character, should be given. See this forum thread, for example.
However, if you go to other areas of the same official forums, you can see dozens of character builds showing why the comments previously, about teamwork making up the maths, are spot on. Lets take the defences example. You don’t need special extra defences at Paragon when, at the same time, your Wizard is suddenly whacking everything with Psychic Lock for -2 To-Hit. And so on. The abilities of the Leaders and Controllers scale with level, and this makes up the difference.
Footnote 2: Why I think the WoW comparison is wrong
The premise, that D&D 4E is like World of Warcraft, is not inherently wrong, although if we are comparing it to a computer game then I think Guild Wars is a lot closer.
The problem is the assumption that it is the maths of the attack rolls which make these computer game systems fun, and thus should be copied over to D&D.
What really makes MMO games fun? It isn’t sitting there clicking frantically at pixels, it’s the fact that you’re sitting there clicking frantically at pixels with friends or like-minded individuals who are also sitting there clicking frantically at pixels. The combats are fun specifically because you can’t win them all yourself, and have to group together in a party, with a good distribution of classes.
4E D&D’s most significant similarity with MMO games like World of Warcraft isn’t the mathematics of the combat system, it’s the reliance on teamwork. Previous editions of D&D didn’t go out of their way to encourage teamwork, and often a single character could win an encounter: not so anymore.
So, let’s look at what makes a successful party in an MMO. Well, you need to have a good mix of classes, you need to have the right spells and abilities, and you need the right equipment. Simply, you need the right tools for the job.
And what happens if you don’t bring the right tools? Well, the computer games tend to devolve into people typing/voice-chatting angrily, asking who didn’t bring a resurrection skill or some such. In D&D, people assume the system is broken and make house rules to fix a system that isn’t broken.
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