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[Dungeons and Dragons]Concealment and Miss Chance?

Started by Serious Paul, September 26, 2007, 12:17:55 AM

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Serious Paul

Quote from: Serious PaulOkay according to table 8-6, Page 151 in the Players Handbook a defender who is behind cover gets an additional +4 to his AC, so I think what I am going to do is change this slightly:

  • Full Cover +8 to AC
  • 3/4 Cover +6 to AC
  • 1/2 Cover +4 to AC
  • 1/4 Cover +2 to AC
Concealment will provide the following modifiers to an attackers roll:
  • Full Concealment-thick smoke, heavy fog, etc -4 to attack roll
  • Partial Concealment-light haze, or fog, etc...- -2 to attack roll
Fuck that bullshit miss percentage.

Just reprinting this here for your use. It's worked wonders for us! Totally simplified combat for us.

Cab

Errm...

From classic D&D

Target has.....Soft Cover....Hard cover    
1/4...................-1...............-2
1/2...................-2...............-4
3/4...................-3...............-6
full cover...........-4..........Can't be hit

Theres also a set of modifiers to use if the target is only exposed for part of a round (ten second rounds in classic, -1 to hit them for each second they can't be hit).

I've used this same set of modifiers in every version of D&D, seems to work a treat. I mention it because I think that the distinction between hard and soft cover is worth having, and because I think that you've made a mistake by applying -8 to hit someone in full cover. Surely if you can't see someone, if they're completely obscured, you can't hit them?
 

Serious Paul

Quote from: CabSurely if you can't see someone, if they're completely obscured, you can't hit them?

By popular vote we kept it as a "wild chance in hell", and -8 was elected by the players as a serious enough penalty to make it nearly impossible. However, I do reserve the right to simply say "Look dude is behind a closed stone door. You just can't hit him."

So far we haven't had a problem with it at all, and it has sped up combat for us-and most importantly it kiboshed that bullshit ass miss percentile shit. That was pure unadulterated ass.

Cab

Quote from: Serious PaulBy popular vote we kept it as a "wild chance in hell", and -8 was elected by the players as a serious enough penalty to make it nearly impossible. However, I do reserve the right to simply say "Look dude is behind a closed stone door. You just can't hit him."

Fair enough. I suppose if you're outdoors and the wind isn't howling, you might be able to try a shot that would fall downwards on your target. Could even be scope for developing a feat in that.

QuoteSo far we haven't had a problem with it at all, and it has sped up combat for us-and most importantly it kiboshed that bullshit ass miss percentile shit. That was pure unadulterated ass.

I agree entirely! This is a much better way of handling it.
 

Nicephorus

It's also more consistent with the rest of the D20 rules.  Having a special rule with its own die mechanics sort of goes against the unified structure of the system.

Caesar Slaad

:shrug: I like the miss percentage. I like that there are conditions that a stacked up pile of min-maxed modifiers isn't going to overcome.

Of course, I think the 3.5 extrusion of the cover/concealment table is pants and still use the 3.0 table.
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Serious Paul

Quote from: Caesar Slaad:shrug: I like the miss percentage. I like that there are conditions that a stacked up pile of min-maxed modifiers isn't going to overcome.

Yeah after a certain level the game really becomes amazingly funny. I mean the things a level 20 fighter can do is amazing, let alone a level 20 magic user of any color.

Our last campaign stopped at level 15, this one will hopefully go the distance to level 20. I'll post how this works at higher levels for us.