Tyranny of Fun Squared: Get Rid of Hit Rolls as Missing is not Fun
There are times I think the various Tyranny Of Fun arguments about D&D4’s design are slightly overblown. Then I read things like No Roll To Hit: Rationale on Eleven Foot Pole and change my mind. There apparently are a good number of players who think anything that does not go their way means the game has become double plus unfun.
From the post:
It’s a truism to say you can only enjoy playing the game if you are, in fact, playing the game. When a player has no meaningful input into the proceedings, they’re not a player, they’re a spectator.
Later in the post:
The fourth and final situation is the most relevant for our purposes, and that is when, during the player’s turn, they take a null action. That is to say, an action which creates no change to the state of play. The most common example is rolling to hit and missing. Play goes on, with the player having contributed nothing.
Missing is simply not fun. Having waited a full round of initiative and then achieving nothing is functionally identical to skipping your turn. If you expend an encounter power or daily power and miss, you’re actually worse off than when you started.
I think I want to cry. The post goes on to give some other reasons for eliminating the hit roll, but they seen just as out-of-touch with reality to me. The chance of missing somehow invalidates player tactical skill because it makes the result random. Rolling to hit and then rolling damage if you hit is redundant. The hit roll 4e is too complex mathematically — it might hurt the brain of those who can’t handle addition and subtraction and therefore might be unfun, I guess.
Sadly, there are apparently RPG players out there who think this is a wonderful idea. All I can say is, they better not try to play in any of my campaigns.