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Bad dice rolls make combat last forever
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<blockquote data-quote="lingshu8" data-source="post: 6046692" data-attributes="member: 81703"><p>Thanks for all the replies!</p><p></p><p>Stormonu:</p><p><em>Gain a +1 cumulative bonus to the next roll each time you miss. </em></p><p></p><p>I like it... though a string of bad rolls would still be possible, just cumulatively less likely. In my example, we both rolled under 5 several times in a row (none of those would have hit even with a cumulative bonus). </p><p></p><p>I remember years ago, Paul Mason once suggested that "ALL die rolls should do SOMETHING." When my son and I rolled a string of misses, it was as if all of these rolls were doing NOTHING -- which was true. Even with cumulative bonuses, a lot of rolls would still "do nothing." </p><p></p><p>The way Paul dealt with it was to say that, if neither you nor your opponent roll above your target number, then the higher roll gets a partial or marginal success. In other words, someone "wins" every round -- the dice just show who and my how much.</p><p></p><p>amerigoV:</p><p><em>I would give them some chips they can play to either reroll or gives a big plus. </em></p><p></p><p>Razjah:</p><p><em>You could give reward token for different activities</em></p><p></p><p>The chips sound like a fun idea. Kids love getting stuff like that (stickers, gold stars, etc). It <strong>is</strong> kind of a meta-game solution -- but that might be the most appropriate approach for someone in my son's age group.</p><p></p><p>Mark CMG:</p><p><em>On the other end of the spectrum, introducing some aspect of fatigue in combat can be an additional challenge to overcome. </em></p><p></p><p>This is appealing to me because it certainly feels more realistic than cumulative bonuses (there's really no game world rationale for both sides hitting BETTER as a fight drags on into overtime). But, of course, it wouldn't solve the problem of a string of bad rolls, just give the players motivation for breaking off combat if things go badly for a long stretch -- again, this definitely seems more plausible. As written (in classic D&D at least), there is no motivation for either side to break off a combat in which both sides keep missing, roll after roll after roll...</p><p></p><p>Thanks again, everybody. Any other ideas out there?</p></blockquote><p></p>
[QUOTE="lingshu8, post: 6046692, member: 81703"] Thanks for all the replies! Stormonu: [I]Gain a +1 cumulative bonus to the next roll each time you miss. [/I] I like it... though a string of bad rolls would still be possible, just cumulatively less likely. In my example, we both rolled under 5 several times in a row (none of those would have hit even with a cumulative bonus). I remember years ago, Paul Mason once suggested that "ALL die rolls should do SOMETHING." When my son and I rolled a string of misses, it was as if all of these rolls were doing NOTHING -- which was true. Even with cumulative bonuses, a lot of rolls would still "do nothing." The way Paul dealt with it was to say that, if neither you nor your opponent roll above your target number, then the higher roll gets a partial or marginal success. In other words, someone "wins" every round -- the dice just show who and my how much. amerigoV: [I]I would give them some chips they can play to either reroll or gives a big plus. [/I] Razjah: [I]You could give reward token for different activities[/I] The chips sound like a fun idea. Kids love getting stuff like that (stickers, gold stars, etc). It [B]is[/B] kind of a meta-game solution -- but that might be the most appropriate approach for someone in my son's age group. Mark CMG: [I]On the other end of the spectrum, introducing some aspect of fatigue in combat can be an additional challenge to overcome. [/I] This is appealing to me because it certainly feels more realistic than cumulative bonuses (there's really no game world rationale for both sides hitting BETTER as a fight drags on into overtime). But, of course, it wouldn't solve the problem of a string of bad rolls, just give the players motivation for breaking off combat if things go badly for a long stretch -- again, this definitely seems more plausible. As written (in classic D&D at least), there is no motivation for either side to break off a combat in which both sides keep missing, roll after roll after roll... Thanks again, everybody. Any other ideas out there? [/QUOTE]
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