frankthedm
First Post
one thing is if the players "roll their defense" in a system with 3e &4e critical hits, the players will wind up critically failing by rolling the dice. For some folks the feeling of such won't work well.
Yeah my claims are these but you could substitute the last one of the three with the phrase: "not losing immersion" or "not having a decrease in immersion". There is no specific beef to show because this will depend from the game you want to make. I wanted to only provide some ideas regarding the possibilities and show that in theory it is possible, present some ideas in an abstract or theoretic level of how or why it could work.Okay.I'm sorry, but I don't believe that's true at all. You've made a couple of very specific claims about benefits, such as reducing the number of die rolls, speeding up the game, and increasing immersion. So I'm asking, where's the beef?
I want to avoid this for the sake of this thread. Game design has infinite possibilities -I do not believe it would be practical to seek a focus like this here.And it's under the microscope we actually experience the game.
The luck you are talking about is about the result of the randomizer. How many sides roll a randomizer has nothing to do with luck because each side has no controlling power over the randomizer. I could easily add a third side, a fourth side etch which could roll dice that enter into the function of how the overall fate of one single conflict is decided. But the end mechanical result is the same. There is no difference in mechanics or gameplay: the difference is just a practical one and in the end it is about our habits. It is about comparing two copies of the same software, each one with a different interface. Some people may like more the one than the other depending on their habits. This is what I am seeing here.I can kinda see where you're coming from here, but I think the luck element becomes completely one-sided (either you beat the target number, or you don't) rather than a function of the interaction between two randomly-generated values out of a range of possibles. Rolling a twenty against the same twelve over and over, and rolling a twenty when the referee's rolled a nineteen, are very different experiences.I roll to hit, and I roll my defense, versus I roll to hit and the referee rolls to hit.
I roll to hit, and I roll my defense, versus I roll to hit and the referee rolls to hit.
Net difference: zero.
.
.
It could work, and I'm sure there are games out there that do this, but again, I think that the loss of granularity might lessen the experience in actual play.
Re Buffy/Unisystem combat being fast, you only have 1 roll but you have to compare it to the success chart to determine damage, which for me is much more cumbersome than rolling a damage die.
That is true in a theoretical sense, but in play it doesn't give the DM anything to do. The DM gets to sit and wait for the players to actually resolve everything. Engagement is encouraged by making a person interact with the system. You are removing one of the points of interaction from the DM, which may make it rather less fun.
one thing is if the players "roll their defense" in a system with 3e &4e critical hits, the players will wind up critically failing by rolling the dice. For some folks the feeling of such won't work well.
In old school design the DM used random events behind his screen to decide the course of the adventure. Random tables, random treasure, random number of monsters and all that stuff. I believe it was in the same philosophy that NPCs rolled their reactions and monsters rolled their attacks and damage and saving throws.
New school design does not consider this method necessary to play the game. In 4e for example PCs roll to attack monster defenses: the saving throw that used to be is no more.
Now, I am asking do monsters really need to make any rolls at all? Couldn't it be that only the PCs make random rolls, since in fact we are playing a roleplaying game whose basic premise is personal character immersion?
In combat a PC could make one roll to see if he gains or loses advantage over his adversary. And based on that, roll again to see what damage he manages to inflict or manages to avoid - depending on the performance of the previous roll.
This was just an example for combat. I would like to pose a question for every kind of interaction of the PCs that asks for a randomizer. Couldn't just the PCs make all the rolls that are involved with what they face? Does this make sense?
Discuss.
I personally prefer dice because in theory they are true randomizers. Cards are more predictable.I guess no one likes the card idea.
Which is something I'm okay with.Cards are more predictable.
Which is something I'm okay with.I like a level of strategy, instead of randomness.