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General Tabletop Discussion
*Dungeons & Dragons
A simple attack & damage system
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<blockquote data-quote="nnms" data-source="post: 6148969" data-attributes="member: 83293"><p>I agree and am pushing for a system where players roll dice for defense and opponents do not, instead always counting as if they had rolled 7 (with their defense stat adjusted accordingly to produce a simple target number).</p><p></p><p>I don't find 2d6 really any slower to roll and read than a d10. The players are also long time Warmachine/Hordes (a miniature game) and are very used to rolling and reading 2d6, 3d6 or more very quickly.</p><p></p><p>And finally, one of my design goals is to incorporate a bell curve. If both attacker and defender rolled every time, 1d6 would indeed produce a bell curve, but since everyone playing likes 2d6+stat, I figured I'd go with that. And it keeps the bell curve if only one side is rolling.</p><p></p><p></p><p></p><p>I was actually thinking of something like this. It's on my list of things to look into if we do end up with a armour save that negates damage.</p><p></p><p></p><p></p><p>I agree, but I think there's some potential in a system where a totally fatal attack is completely stopped by armour. Under damage subtraction systems, armour saves you only in the aggregate and not from the debilitating single wounds. I'm not sure exactly how it's going to work out, but I think I'm slowly moving towards some sort of hyrbid damage reduction and attack negation system.</p></blockquote><p></p>
[QUOTE="nnms, post: 6148969, member: 83293"] I agree and am pushing for a system where players roll dice for defense and opponents do not, instead always counting as if they had rolled 7 (with their defense stat adjusted accordingly to produce a simple target number). I don't find 2d6 really any slower to roll and read than a d10. The players are also long time Warmachine/Hordes (a miniature game) and are very used to rolling and reading 2d6, 3d6 or more very quickly. And finally, one of my design goals is to incorporate a bell curve. If both attacker and defender rolled every time, 1d6 would indeed produce a bell curve, but since everyone playing likes 2d6+stat, I figured I'd go with that. And it keeps the bell curve if only one side is rolling. I was actually thinking of something like this. It's on my list of things to look into if we do end up with a armour save that negates damage. I agree, but I think there's some potential in a system where a totally fatal attack is completely stopped by armour. Under damage subtraction systems, armour saves you only in the aggregate and not from the debilitating single wounds. I'm not sure exactly how it's going to work out, but I think I'm slowly moving towards some sort of hyrbid damage reduction and attack negation system. [/QUOTE]
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