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Combat as a single roll
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<blockquote data-quote="Bacon Bits" data-source="post: 8055100" data-attributes="member: 6777737"><p>I wouldn't call it single roll, no. It involves multiple die rolls as soon as the attacker presses the attack, causing a second round of combat and a second die roll.</p><p></p><p></p><p></p><p>I think you're confusing the scale of abstraction with the number of dice being rolled.</p><p></p><p>I would call what you're describing group or aggregate combat. You're abstracting each round into one die roll, but you're still simulating each round.</p><p></p><p>To me, single die roll combat isn't about the quantity of elements you're abstracting. It's about the number of die rolls that decide the final outcome. It's single die roll if <em>the entire abstraction</em> is one die roll. Before that single die roll, combat has not begun. After the die roll, the combat is decided. You can't decide to "attack again" because there's no longer anything to attack; the opponent has been defeated and is either dead or fleeing.</p><p></p><p>For an analog, let's take a party of 5 PCs climbing a 100 ft wall. In both cases, we're going to use an abstraction so we don't have to roleplay out climbing or have each PC roll for everything.</p><p></p><p>In one example, you have one PC roll one Athletics check (with advantage because each PC is willing to aid the others as needed) several times. Each round they spend climbing the wall, they move however far up the wall their movement allows with a successful Athletics check. If any check fails by 5 or more, one or more party members falls. The DM determines the party member(s) who fall and they take damage appropriate to their position on the wall and must start again. Climbing a 100 ft wall, I would expect this to require 7-12 checks, depending on the party.</p><p></p><p>In another example, you have one PC roll one Athletics check (again with advantage because the PCs are working together). If the check succeeds, the PCs reach the top of the wall successfully after a reasonable amount of time. If the check fails by 5 or more, one or more party members falls at some point during the climb. The DM determines the party member(s) who fall and they take a median amount of damage. Then you advance the game to where the players at the top of the wall. Climbing a 100 ft wall (or a 1,000 ft wall, or a 10,000 ft wall) like this takes exactly one check.</p><p></p><p>The first one I would call a group check. The second one I would call a single roll check.</p><p></p><p></p><p></p><p>I think a single die roll system would be horrible for Risk. The whole point of the system as presented is that large battles take a long time and you have limited ability to overwhelm a smaller number of defenders. It would make the game all about creating a deathball of armies and marching them across the map (even more than that's what the game is currently about when it ends). You'd probably have to limit the number of territories a player could take in a single turn to stop that. Otherwise, the mechanic wouldn't work. Furthermore, the major benefit, speeding up the game, is a questionable one in Risk since almost the entirety of gameplay is combat (with the rest being placing armies and diplomacy).</p></blockquote><p></p>
[QUOTE="Bacon Bits, post: 8055100, member: 6777737"] I wouldn't call it single roll, no. It involves multiple die rolls as soon as the attacker presses the attack, causing a second round of combat and a second die roll. I think you're confusing the scale of abstraction with the number of dice being rolled. I would call what you're describing group or aggregate combat. You're abstracting each round into one die roll, but you're still simulating each round. To me, single die roll combat isn't about the quantity of elements you're abstracting. It's about the number of die rolls that decide the final outcome. It's single die roll if [I]the entire abstraction[/I] is one die roll. Before that single die roll, combat has not begun. After the die roll, the combat is decided. You can't decide to "attack again" because there's no longer anything to attack; the opponent has been defeated and is either dead or fleeing. For an analog, let's take a party of 5 PCs climbing a 100 ft wall. In both cases, we're going to use an abstraction so we don't have to roleplay out climbing or have each PC roll for everything. In one example, you have one PC roll one Athletics check (with advantage because each PC is willing to aid the others as needed) several times. Each round they spend climbing the wall, they move however far up the wall their movement allows with a successful Athletics check. If any check fails by 5 or more, one or more party members falls. The DM determines the party member(s) who fall and they take damage appropriate to their position on the wall and must start again. Climbing a 100 ft wall, I would expect this to require 7-12 checks, depending on the party. In another example, you have one PC roll one Athletics check (again with advantage because the PCs are working together). If the check succeeds, the PCs reach the top of the wall successfully after a reasonable amount of time. If the check fails by 5 or more, one or more party members falls at some point during the climb. The DM determines the party member(s) who fall and they take a median amount of damage. Then you advance the game to where the players at the top of the wall. Climbing a 100 ft wall (or a 1,000 ft wall, or a 10,000 ft wall) like this takes exactly one check. The first one I would call a group check. The second one I would call a single roll check. I think a single die roll system would be horrible for Risk. The whole point of the system as presented is that large battles take a long time and you have limited ability to overwhelm a smaller number of defenders. It would make the game all about creating a deathball of armies and marching them across the map (even more than that's what the game is currently about when it ends). You'd probably have to limit the number of territories a player could take in a single turn to stop that. Otherwise, the mechanic wouldn't work. Furthermore, the major benefit, speeding up the game, is a questionable one in Risk since almost the entirety of gameplay is combat (with the rest being placing armies and diplomacy). [/QUOTE]
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