Random question on this topic that came up as I was playing around with ideas today: when you are a player in a game do you prefer to affirmatively roll defense for your character or have the GM roll offense for your enemies?
I've grown quite fond of systems where player-rolls for most things that affect their character. In a lot of games, this is true even for many damaging / controlling effects (saves); but we typically default back to the GM to make attack rolls for their adversaries. Daggerheart does this, keeping a legacy d20 around in an otherwise 2d12 based system (per the designer for swingyness/nostalgia mainly).
That being said, I find the idea of the player rolling their Evasion to try and avoid getting hit more interesting then rolling to attack - I know there's other games that have "defense" rolls as well.
Setting aside that what the GM is expected to roll is a matter of taste, I was thinking about the design space that switching to 2d12 Evasion opens up:
- Player rolling, obviously.
- Working in DH's "double number = crit" to mean that a double 1 is a good thing actually (a pop of "oh no...wait!" mood swing).
- Probably tying DH's metacurrency there, on a Critical Evasion you get a Hope.
- But then on a critical Failure (which actually if you want to drift away from d20 "crit on 20" %s you can make any natural combination of Unlucky 13 to have a mirrored crit %!), maybe the GM gains a Fear...