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Come and Get It and Warrior's Urge: Please help me implement a change to both of these powers
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<blockquote data-quote="D'karr" data-source="post: 6400627" data-attributes="member: 336"><p>The problem with it is that, statistically, having to roll twice or more to apply one effect makes it significantly less effective. It works as the same issue when determining adhoc effects.</p><p></p><p>Combat is not process simulation it is abstraction for that reason. For example, Armor Class is an abstract that doesn't reduce damage, it simply makes is more difficult for damage to occur. </p><p></p><p>If attacking an ogre with a kick while jumping over a balcony and grabbing on to a chandelier required a process that involved the following:</p><ul> <li data-xf-list-type="ul">An athletics check to clear the balcony</li> <li data-xf-list-type="ul">An acrobatics check to grab on to the chandelier</li> <li data-xf-list-type="ul">An attack of STR vs REF to finally connect with the ogre and do damage</li> <li data-xf-list-type="ul">and a final acrobatics check to determine if the PC ends up prone</li> </ul><p>These type of maneuvers would hardly ever be successful, much less attempted.</p><p></p><p>With an adhoc ruling you would possibly determine that an Acrobatics check vs hard DC (ogre level) will probably do the trick, a failed check puts the PC prone at the ogre's feet. One roll takes care of the entire abstraction.</p><p></p><p>Imagine if every lunge, twist, feint and parry were to be process simulated for every attack, not just the ones that have a chance of actually doing damage. Combat would be glacially slow, and possibly rather unexciting.</p><p></p><p>I recommend simplicity for the same, though YMMV.</p></blockquote><p></p>
[QUOTE="D'karr, post: 6400627, member: 336"] The problem with it is that, statistically, having to roll twice or more to apply one effect makes it significantly less effective. It works as the same issue when determining adhoc effects. Combat is not process simulation it is abstraction for that reason. For example, Armor Class is an abstract that doesn't reduce damage, it simply makes is more difficult for damage to occur. If attacking an ogre with a kick while jumping over a balcony and grabbing on to a chandelier required a process that involved the following: [list] [*]An athletics check to clear the balcony [*]An acrobatics check to grab on to the chandelier [*]An attack of STR vs REF to finally connect with the ogre and do damage [*]and a final acrobatics check to determine if the PC ends up prone [/list] These type of maneuvers would hardly ever be successful, much less attempted. With an adhoc ruling you would possibly determine that an Acrobatics check vs hard DC (ogre level) will probably do the trick, a failed check puts the PC prone at the ogre's feet. One roll takes care of the entire abstraction. Imagine if every lunge, twist, feint and parry were to be process simulated for every attack, not just the ones that have a chance of actually doing damage. Combat would be glacially slow, and possibly rather unexciting. I recommend simplicity for the same, though YMMV. [/QUOTE]
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Come and Get It and Warrior's Urge: Please help me implement a change to both of these powers
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