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D&D - Iron Heroes...between the poles
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<blockquote data-quote="HeapThaumaturgist" data-source="post: 2470802" data-attributes="member: 12332"><p>I dunno. I've run rather long-term Alternity games in the past. Alternity had a die-based damage-reduction armor system. It was, honestly, one of the things I found most time-consuming and annoying about Alternity combats. It was another rolled die that pretty much always had to be rolled. You could set it on average, but that system was a little more troublesome, as they had numbers like (1d6-2) and a different number for each different form of attack. You couldn't just "set" an average for it, really, as some of those funky adjusted numbers didn't average out well.</p><p></p><p>I've also run a long-term GT game, using a conversion mechanic. After the first session, everybody knew their number until it changed for some reason, then there was a little sheet-scanning, but it almost never became a problem. </p><p></p><p>It's a little thing. If I played IH, I'd probably do the DR like I do hit dice in regular D&D ... we just give a favorable average. It's not a HUGE thing ... it's just one of those dangly bits that get in my craw and make me go "argh".</p><p></p><p>But it's also a personality thing with me. I'm an odd duck. I like the options and complexity of feats and spells and special abilities ... but when stacking and non-stacking effects begin to seriously slow down combats I just get annoyed. </p><p></p><p>Same with a ghoul-style full attack. I'm the kind of guy that rolls it all together ... so I'd roll all the DR dice together too. But it's still there, that extra step of finding more dice, rolling dice, adding them up. Even if -I- didn't get slowed down by it ... oi ... just got done playing in a game with a guy who played a druid who would wildshape into big cats and run around doing charge-pounce-full attack-rack combos ... and roll each ... and every ... single ... die ... individually ... so it'd take him a full minute to do 12 points of damage ... and the guy next to him would roll all his attacks in a handful and plot them out and call them down and be done in six seconds. </p><p></p><p>I can't stand needlessly wasted table moments ... watching dice I might not need to roll, tracking a dozen conflicting conditions, whatever. </p><p></p><p>As I said. I don't have a hate-on for IH. I'm still keeping an eye out for it when I shop, and I intend to pick it up, if for nothing else than to yoink stuff for GT (and here you can laugh, as my players would mimic me saying "for Grim Tales" ... that seems to come out of my mouth whenever RPGs and products come up). I might even find myself stirred to unbeforeknownst heights of passion ... or at least intrigued enough to inflict my love of non-D&D d20 games on the next group of unfortunate suckers I get to play with me and run an IH game. </p><p></p><p>Though Strangelove's strange love has probably piqued my interest in the game a little more. So there's that.</p><p></p><p>--fje</p></blockquote><p></p>
[QUOTE="HeapThaumaturgist, post: 2470802, member: 12332"] I dunno. I've run rather long-term Alternity games in the past. Alternity had a die-based damage-reduction armor system. It was, honestly, one of the things I found most time-consuming and annoying about Alternity combats. It was another rolled die that pretty much always had to be rolled. You could set it on average, but that system was a little more troublesome, as they had numbers like (1d6-2) and a different number for each different form of attack. You couldn't just "set" an average for it, really, as some of those funky adjusted numbers didn't average out well. I've also run a long-term GT game, using a conversion mechanic. After the first session, everybody knew their number until it changed for some reason, then there was a little sheet-scanning, but it almost never became a problem. It's a little thing. If I played IH, I'd probably do the DR like I do hit dice in regular D&D ... we just give a favorable average. It's not a HUGE thing ... it's just one of those dangly bits that get in my craw and make me go "argh". But it's also a personality thing with me. I'm an odd duck. I like the options and complexity of feats and spells and special abilities ... but when stacking and non-stacking effects begin to seriously slow down combats I just get annoyed. Same with a ghoul-style full attack. I'm the kind of guy that rolls it all together ... so I'd roll all the DR dice together too. But it's still there, that extra step of finding more dice, rolling dice, adding them up. Even if -I- didn't get slowed down by it ... oi ... just got done playing in a game with a guy who played a druid who would wildshape into big cats and run around doing charge-pounce-full attack-rack combos ... and roll each ... and every ... single ... die ... individually ... so it'd take him a full minute to do 12 points of damage ... and the guy next to him would roll all his attacks in a handful and plot them out and call them down and be done in six seconds. I can't stand needlessly wasted table moments ... watching dice I might not need to roll, tracking a dozen conflicting conditions, whatever. As I said. I don't have a hate-on for IH. I'm still keeping an eye out for it when I shop, and I intend to pick it up, if for nothing else than to yoink stuff for GT (and here you can laugh, as my players would mimic me saying "for Grim Tales" ... that seems to come out of my mouth whenever RPGs and products come up). I might even find myself stirred to unbeforeknownst heights of passion ... or at least intrigued enough to inflict my love of non-D&D d20 games on the next group of unfortunate suckers I get to play with me and run an IH game. Though Strangelove's strange love has probably piqued my interest in the game a little more. So there's that. --fje [/QUOTE]
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