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Adjudicating Melee
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<blockquote data-quote="Jefe Bergenstein" data-source="post: 6548752" data-attributes="member: 31506"><p>Minor point of contention - characters are either player characters, or non-player characters. That's what the "C" in NPC stands for. I note you're trying to argue semantics, but disagree in RAW, RAI, and RAF (rules as fun). Honestly, its the NPC's that need the boost more anyways. </p><p></p><p>I'm more of a fan for this in skill situations than combat. They game is incredibly weighted towards players stomping monsters as it stands. My party needs a whopping 5+ to hit that orc at 5th level. Making it even easier to hit isnt really needed, and slows down fights with negotiations and option paralysis. Besides, if they miss, they can attack again in a minute. Saves I would probably be more in favor of to end a debilitating condition than just avoid damage, as being stunned takes away choice and options.</p><p></p><p>Skill checks, particularly if they open up new discovery or social options, are more interesting to adopt a fail forward/success with cost model. There's also typically far less rolls involved in a scene, so I'm more willing to engage on any individual one.</p></blockquote><p></p>
[QUOTE="Jefe Bergenstein, post: 6548752, member: 31506"] Minor point of contention - characters are either player characters, or non-player characters. That's what the "C" in NPC stands for. I note you're trying to argue semantics, but disagree in RAW, RAI, and RAF (rules as fun). Honestly, its the NPC's that need the boost more anyways. I'm more of a fan for this in skill situations than combat. They game is incredibly weighted towards players stomping monsters as it stands. My party needs a whopping 5+ to hit that orc at 5th level. Making it even easier to hit isnt really needed, and slows down fights with negotiations and option paralysis. Besides, if they miss, they can attack again in a minute. Saves I would probably be more in favor of to end a debilitating condition than just avoid damage, as being stunned takes away choice and options. Skill checks, particularly if they open up new discovery or social options, are more interesting to adopt a fail forward/success with cost model. There's also typically far less rolls involved in a scene, so I'm more willing to engage on any individual one. [/QUOTE]
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