1. So who rolls initiative for the monsters?
2. Warhammer is a miniatures wargame, not an rpg. Rpgs have different goals and objectives, in my experience, and what works for one doesn't always work for the other.
3. You still haven't answered my question: how does this increase immersion in the game?
On a mechanical level, players making all the rolls systems should work fine.
That said, I'm not fond of the idea. I feel like it takes away the sense of things other than the PC's taking action. It's a problem of perception for me.
On a mechanical level, players making all the rolls systems should work fine.
That said, I'm not fond of the idea. I feel like it takes away the sense of things other than the PC's taking action. It's a problem of perception for me.
I could buy into this if I had never played any video game or runned an application that rolls dice for you.
The thrill I am talking about is not about the physical manuality of rolling the dice but of tying the tension of the unknown to the chances you are aware of.
But how is this any true? The players have random elements regarding their characters. The DM has the random elements regarding the rest of the world or the adventure since the results of PC actions are highly connected to this. It is not like the DM, when is preparing or running an adventure rolls any dice to see what happens independently from the PCs, just for the sake of personal world building: this would be a different solo game. In fact what happens in a rpg depends on the players' decisions, the results of the randomizers and the locations or the events the DM has in mind.the DM doesn't have any random elements
Here's the real question - honestly, what is taking up the time in combat? I'm betting it isn't the dice rolling. Rolling dice takes mere moments - maybe two seconds. The time is taken up in making decisions and processing events in serial - one after another, rather than two or three at a time.
I understand how it works, but it doesn't sound like as much fun to me.Again, as someone that runs just such a game, not at all. The randomization is still there, the players roll it instead of me, that's all. There's still an element of tactics involved.
So instead of a dynamic value versus a dynamic value, you have a dynamic value versus a static value.1. This is the point. You do not have to roll for both PCs and monster, you can make just one roll against a target number. If it hits or higher side A wins, if it rolls lower than the tn side B wins. You adjust the tn based on the balance of forces or advantage of one side versus the other.
That's an extremely broad-brush generalization.xechnao said:2. Err, especially in regards to the mechanics they have been sharing a lot. Especially the fact that you have two sides and each player rolls for the forces he controls.
Okay, so you're saying this really has nothing to do with immersion and everything to do with speeding up play.xechnao said:3.When I presented my OP I feared that some people may misunderstood the idea I was talking about, especially regarding the effect of immersion-so I tried to preemptively touch this matter -of course, nonetheless the effort people did misunderstand things of what I am trying to talk about, lol. Anyway, sorry if this has caused some confusion
I understand how it works...
So instead of a dynamic value versus a dynamic value, you have a dynamic value versus a static value.
Not the same thing at all.
From twenty-thousand feet lots of things look the same. When you get down to ground level, however, things look quite a bit different.Okay, so you're saying this really has nothing to do with immersion and everything to do with speeding up play.
Again, I'm not seeing how having the players roll speeds things up significantly, and I'm guessing that the problem of combat dragging isn't really a issue of who's rolling the dice.