
Removing the To-Hit Roll from My OSE Hack Was a GREAT Decision. Now, turns Take an Average of 19 Seconds So We Get to Play More!
When last I wrote about removing the to-hit roll from the game, it was hugely controversial here on Reddit. But, removing the to-hit roll lets us play much faster, makes battles more exciting, creates drama, and lets us fight more battles.
I GM online through livestream where my players are the people in the chat. They create characters and then send them commands about how to fight. That means I run a lot of fights. I put a total of 48 characters through four "bloodcage" fights every night. I can play a single turn in an average of 19 seconds - eat that 5e.
But for those of you who LOVE missing in combat - it is still possible to miss, but only because of the active defenses of the players. Players can block attacks with shields and dodge out of the way completely. And let me tell you, players love it SOOO MUCH MORE when a monster misses them because of something active on their player part, rather than just because the monster failed a to-hit roll.
To me, it is a better game all around. What do you think?