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<blockquote data-quote="Fanaelialae" data-source="post: 5723813" data-attributes="member: 53980"><p>I'm not really a fan of rolling defense against attack rolls, but there's an old 2nd edition variant called The Arcanum that does that. It uses 8 ability scores, and no static defenses. If an attack roll is successful, a save is rolled with a modifier based on the relevant ability score; an 11+ defends while 10- means you get hit. It sounds similar to your idea, so I'm just mentioning it in case it's of interest to you.</p><p></p><p>I prefer static defenses in general. I suppose you could replace all attack rolls with a save-like defense roll, though I'm not sure there's much to be gained by that. I wouldn't want to see the old saves and defenses approach from 3.x come back though. IMO, that adds complexity with little to no mechanical gain.</p><p></p><p>To be clear, saves and defenses had a purpose, IMO, before 3.x. They scaled quite differently, and saves were arguably a counterbalance against the power of high level spells. High level monsters would make their saves more often than not, helping to rein in spellcasters. It became a mess in 3.x though (again, IMO). At high levels, saves tended to be either so good that a creature couldn't fail or so bad that they couldn't succeed; add to that the ability for spellcasters to inflate their spell DCs, and the checks and balances of earlier editions went out the window.</p><p></p><p>On the other hand, I don't mind saves used against ongoing effects, as in 4e. Depending on how that is implemented, I could also see adding a relevant ability score modifier to the saving throw. In this paradigm, however, saves are at least as much condition timer as defense. You always know when you're rolling a save because you only use saves to end conditions, rather than avoiding attacks.</p><p></p><p>What I'm trying to say is that I think there should never be any question as to whether an attack requires an attack roll or a saving throw. Acid Arrow was an attack roll; Fireball was a saving throw; Disintegrate required both. Unless the players are intimately familiar with these spells, that kind of design slows play without benefit. I can't just roll a d20 because I don't know whether the player or I should make the roll. I think that a single, standardized method is the more elegant solution.</p></blockquote><p></p>
[QUOTE="Fanaelialae, post: 5723813, member: 53980"] I'm not really a fan of rolling defense against attack rolls, but there's an old 2nd edition variant called The Arcanum that does that. It uses 8 ability scores, and no static defenses. If an attack roll is successful, a save is rolled with a modifier based on the relevant ability score; an 11+ defends while 10- means you get hit. It sounds similar to your idea, so I'm just mentioning it in case it's of interest to you. I prefer static defenses in general. I suppose you could replace all attack rolls with a save-like defense roll, though I'm not sure there's much to be gained by that. I wouldn't want to see the old saves and defenses approach from 3.x come back though. IMO, that adds complexity with little to no mechanical gain. To be clear, saves and defenses had a purpose, IMO, before 3.x. They scaled quite differently, and saves were arguably a counterbalance against the power of high level spells. High level monsters would make their saves more often than not, helping to rein in spellcasters. It became a mess in 3.x though (again, IMO). At high levels, saves tended to be either so good that a creature couldn't fail or so bad that they couldn't succeed; add to that the ability for spellcasters to inflate their spell DCs, and the checks and balances of earlier editions went out the window. On the other hand, I don't mind saves used against ongoing effects, as in 4e. Depending on how that is implemented, I could also see adding a relevant ability score modifier to the saving throw. In this paradigm, however, saves are at least as much condition timer as defense. You always know when you're rolling a save because you only use saves to end conditions, rather than avoiding attacks. What I'm trying to say is that I think there should never be any question as to whether an attack requires an attack roll or a saving throw. Acid Arrow was an attack roll; Fireball was a saving throw; Disintegrate required both. Unless the players are intimately familiar with these spells, that kind of design slows play without benefit. I can't just roll a d20 because I don't know whether the player or I should make the roll. I think that a single, standardized method is the more elegant solution. [/QUOTE]
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