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Things through all the playtests I have not liked
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<blockquote data-quote="Jester David" data-source="post: 6083899" data-attributes="member: 37579"><p>This seems terribly unintuitive compared to rolling twice and seeing who is higher. While opposed rolls do not reflect the environment, it's not hard to impose a penalty to one roll (a distracted sentry or a well-lit room) or even advantage/disadvantage. </p><p></p><p>Adding DCs to the mix just complicates things. It adds a second variable, a second row of outcomes. </p><p>With straight opposed rolls there are two outcomes: one roll is higher or the other roll is higher. </p><p>With DCs there are four outcomes: one roll is higher than the DC, the other is higher than the DC, both rolls are higher than the DC, neither roll is higher than the DC. In half the case, the outcome is clear (one person rolled high beat the DC while the other did not). In the other two cases things are fuzzy. If both parties rolled high, then nothing is really resolved. The rogue is hidden but the spotter also made the DC. Who wins the tie? The other option is both parties roll poorly and neither beat the DC. The rogue failed to hide but technically the spotter was also unable to notice. The mechanic fails to resolve the action and so both parties re-roll. Theoretically you could alternate between states for infinity.</p><p></p><p></p><p>They actually had something like this in the version of the playtest that was released prior to the public playtest. Spellcasters rolled for their DC. They removed it because it was slow and doubled the number of rolls. And it meant that the wizard might sometimes drop a big spell and roll terribly on the DC. This is a simple house rule. Remove the 10+bonus for saves and replace it with a d20+bonus and see how it handles at you table. Try once for the DC and then once per opponent and see which plays better. Give each a couple full sessions.</p></blockquote><p></p>
[QUOTE="Jester David, post: 6083899, member: 37579"] This seems terribly unintuitive compared to rolling twice and seeing who is higher. While opposed rolls do not reflect the environment, it's not hard to impose a penalty to one roll (a distracted sentry or a well-lit room) or even advantage/disadvantage. Adding DCs to the mix just complicates things. It adds a second variable, a second row of outcomes. With straight opposed rolls there are two outcomes: one roll is higher or the other roll is higher. With DCs there are four outcomes: one roll is higher than the DC, the other is higher than the DC, both rolls are higher than the DC, neither roll is higher than the DC. In half the case, the outcome is clear (one person rolled high beat the DC while the other did not). In the other two cases things are fuzzy. If both parties rolled high, then nothing is really resolved. The rogue is hidden but the spotter also made the DC. Who wins the tie? The other option is both parties roll poorly and neither beat the DC. The rogue failed to hide but technically the spotter was also unable to notice. The mechanic fails to resolve the action and so both parties re-roll. Theoretically you could alternate between states for infinity. They actually had something like this in the version of the playtest that was released prior to the public playtest. Spellcasters rolled for their DC. They removed it because it was slow and doubled the number of rolls. And it meant that the wizard might sometimes drop a big spell and roll terribly on the DC. This is a simple house rule. Remove the 10+bonus for saves and replace it with a d20+bonus and see how it handles at you table. Try once for the DC and then once per opponent and see which plays better. Give each a couple full sessions. [/QUOTE]
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