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General Tabletop Discussion
*TTRPGs General
comparing defense bonuses of various systems
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<blockquote data-quote="Wulf Ratbane" data-source="post: 2355403" data-attributes="member: 94"><p>I just had a face-to-face discussion with GlassJaw on this and I'll summarize my comments here.</p><p></p><p>Every game basically has a combat engine with multiple dials:</p><p></p><p>1) Pace/methods to increase Attack bonus (class-based BAB increase, magic, APs, feats, etc.)</p><p></p><p>2) Pace/methods to increase Defense bonus (armor, class-based Def, magic, APs, feats, etc.)</p><p></p><p>3) Pace/methods to increase Damage dealt (magic items, class abilities/talents, spells, feats, etc.)</p><p></p><p>4) Consequences of Damage dealt (hit points, vitality, massive damage, etc.)</p><p></p><p>5) Consequences of Death (ie, is it more important to protect high level characters because Raise Dead does not exist?)</p><p></p><p>Every game system is going to turn those dials to different places. Once you set all of those dials, what you are going to get out of your combat engine is the "feel" or mood of the game: gritty? grim? high action? etc.</p><p></p><p>So without even delving into the specifics of each of these systems, I can very generally say, "The reason all of these elements are different is because each system is trying to evoke a different mood." </p><p></p><p>And in some cases (d20 Modern, Grim Tales) the system may be designed so that it can handle multiple moods.</p></blockquote><p></p>
[QUOTE="Wulf Ratbane, post: 2355403, member: 94"] I just had a face-to-face discussion with GlassJaw on this and I'll summarize my comments here. Every game basically has a combat engine with multiple dials: 1) Pace/methods to increase Attack bonus (class-based BAB increase, magic, APs, feats, etc.) 2) Pace/methods to increase Defense bonus (armor, class-based Def, magic, APs, feats, etc.) 3) Pace/methods to increase Damage dealt (magic items, class abilities/talents, spells, feats, etc.) 4) Consequences of Damage dealt (hit points, vitality, massive damage, etc.) 5) Consequences of Death (ie, is it more important to protect high level characters because Raise Dead does not exist?) Every game system is going to turn those dials to different places. Once you set all of those dials, what you are going to get out of your combat engine is the "feel" or mood of the game: gritty? grim? high action? etc. So without even delving into the specifics of each of these systems, I can very generally say, "The reason all of these elements are different is because each system is trying to evoke a different mood." And in some cases (d20 Modern, Grim Tales) the system may be designed so that it can handle multiple moods. [/QUOTE]
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