eriktheguy
First Post
This could work in a more experienced group. I stick with the standard rules for my group though. I can do the math etc in my head much faster and it keeps the game flowing.
This could work in a more experienced group. I stick with the standard rules for my group though. I can do the math etc in my head much faster and it keeps the game flowing.
This could work in a more experienced group. I stick with the standard rules for my group though. I can do the math etc in my head much faster and it keeps the game flowing.
Well, I tried this in our last game session. Our former GURPS players all loved it, although one of my two hardcore DnD guys flat out told me he didn't like it at all. So I rolled as normal for him, let the other guys roll their defenses, and everyone seemed happy.
I wasn't really paying attention, but the actual "rule" from Unearthed Arcana, for d20/3e, is +11, not +12. Here's the link Players Roll All The Dice :: d20srd.orgOne question. Why would we assume the monster to "take 12" on their attack, instead of "Take 11" or "take 10"? I'm a bit confused on that point, since the average of a d20 roll is 10.5, not 11.5.
What's the math for this?
Sounds good to me. They "critted" their defenses. On a roll of 1, of course, the monster crits.Tried it out a little last night, and it seemed to work okay with reasonably prompt player responses. I do think my players enjoyed the concept (which they may have proposed) that, if they roll a 20, they get to do something cool. We will see if said rule increases the maximum fun-ocity of the game.