Achan hiArusa
Explorer
Again
Sorren,
And I quote:
"From everything I've seen, I've drawn this conclusion:
The new Storyteller system is d20 with d10s."
Which indicates that you believed that the White Wolf developers cribbed heavily from the d20 system without precedent of their own. If that is not what you believed fine. I will agree at least in principle to your new position that the games have some superficial similarities.
As for defense. Since the attack and damage rolls are the same in the new WoD, defense works like damage reduction AND Armor Class. You roll Strength + Brawl (or Weaponry) + Weapon Damage bonus minus your opponent's Defense + Armor [Ranged uses Dexterity + Firearms (or Athletics) and firearms don't count defense]. Each success indicates a point of damage (Reread the first part of Mary's Child pages 5-6 under combat) which means high defense prevents you from taking damage.
Most of the time (and I am guilty of this) combat sessions were usually the result of lazying DMing or Storytelling in the games I have played. It was easier to just write down a few relevant monster stats and then run the game than it was to actually prepare scenes in which an adventure was advanced. And I will say it happens more often in a D&D game than any other type of game I play in (except for Cyberpunk or Shadowrun). When I run a d20 game that isn't D&D the transformation is amazing. Combats lessen in frequency and the characters actually engage the world (this definitely happened in my Pulp Heroes d20 game). Maybe its just my players.
As for D&D 3.5, I would say it has an overly functional combat system. Everytime you define a feat that says: "You can do this" then characters who try to improvise during combat are slapped down by the rules lawyers because they say "You can't do that, you don't have the feat." Ahem...Tactical feats from Complete Warrior being the worst about that.
Sorren,
And I quote:
"From everything I've seen, I've drawn this conclusion:
The new Storyteller system is d20 with d10s."
Which indicates that you believed that the White Wolf developers cribbed heavily from the d20 system without precedent of their own. If that is not what you believed fine. I will agree at least in principle to your new position that the games have some superficial similarities.
As for defense. Since the attack and damage rolls are the same in the new WoD, defense works like damage reduction AND Armor Class. You roll Strength + Brawl (or Weaponry) + Weapon Damage bonus minus your opponent's Defense + Armor [Ranged uses Dexterity + Firearms (or Athletics) and firearms don't count defense]. Each success indicates a point of damage (Reread the first part of Mary's Child pages 5-6 under combat) which means high defense prevents you from taking damage.
Most of the time (and I am guilty of this) combat sessions were usually the result of lazying DMing or Storytelling in the games I have played. It was easier to just write down a few relevant monster stats and then run the game than it was to actually prepare scenes in which an adventure was advanced. And I will say it happens more often in a D&D game than any other type of game I play in (except for Cyberpunk or Shadowrun). When I run a d20 game that isn't D&D the transformation is amazing. Combats lessen in frequency and the characters actually engage the world (this definitely happened in my Pulp Heroes d20 game). Maybe its just my players.
As for D&D 3.5, I would say it has an overly functional combat system. Everytime you define a feat that says: "You can do this" then characters who try to improvise during combat are slapped down by the rules lawyers because they say "You can't do that, you don't have the feat." Ahem...Tactical feats from Complete Warrior being the worst about that.