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<blockquote data-quote="Indaarys" data-source="post: 8965910" data-attributes="member: 7040941"><p>Ah, but thats the fun part, it isn't a lot of rolling at all, as my combat system is a 2d20 based system where you assign each die to either Act or React (or both to one if you want/need to double down), and you roll once at the top of a combat round. </p><p></p><p>So if you rolled, say, an 18 total for your Act Rating, then you simply pick your targets and narrate the attacks, which will be interspersed with those enemies using their React rating against you, if they choose to defend themselves against your attacks and haven't already used up their React. </p><p></p><p>Its a bit weird to get into if you're used to d20 combat, but once you get the flow of it it becomes really fun. </p><p></p><p></p><p></p><p>Sure, but I don't think avoiding MMI necessitates a boring system of one-offs, and frankly that goes for actual spells as well. To toot my own horn again, magic design in my game actually assumes both an offensive and defensive use (for example you can conjure up a Tsunami to be released on your next turn, and instead you could use it to knock someone else's fireball out of the air as a reaction), as well as variable casting times ranging from instantaneous to multi-turn and even multi-round.</p></blockquote><p></p>
[QUOTE="Indaarys, post: 8965910, member: 7040941"] Ah, but thats the fun part, it isn't a lot of rolling at all, as my combat system is a 2d20 based system where you assign each die to either Act or React (or both to one if you want/need to double down), and you roll once at the top of a combat round. So if you rolled, say, an 18 total for your Act Rating, then you simply pick your targets and narrate the attacks, which will be interspersed with those enemies using their React rating against you, if they choose to defend themselves against your attacks and haven't already used up their React. Its a bit weird to get into if you're used to d20 combat, but once you get the flow of it it becomes really fun. Sure, but I don't think avoiding MMI necessitates a boring system of one-offs, and frankly that goes for actual spells as well. To toot my own horn again, magic design in my game actually assumes both an offensive and defensive use (for example you can conjure up a Tsunami to be released on your next turn, and instead you could use it to knock someone else's fireball out of the air as a reaction), as well as variable casting times ranging from instantaneous to multi-turn and even multi-round. [/QUOTE]
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