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Game Design: Good average chances of success for all situations?
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<blockquote data-quote="pemerton" data-source="post: 9214541" data-attributes="member: 42582"><p>What are the consequences of making a successful attack in the system? And how does the system structure the resolution of the attack?</p><p></p><p>In Burning Wheel and Torchbearer, and unopposed strike/attack will always achieve <em>something</em>; if it is opposed by a defence-type action, then the chance of achieving something depends on the resolution of the versus test. And if the action chosen is a feint rather than a strike/attack, then typically it will not achieve anything <em>unless</em> the opposing action is a defence-type one, in which case the feint negates the defence and counts the same as an unopposed strike/attack.</p><p></p><p>This is pretty different from the "roll to hit, roll for damage" of D&D and Traveller.</p><p></p><p>But there are plenty of other different models too. Eg in RM the likelihood of inflicting serious injury with an attack depends to a significant extent on the opponent's armour and the amount of their "combat pool" they have committed to defence. In Prince Valiant, combat is resolved via opposed checks, either a single one (eg for a joust) or with margin of success reducing the other character's dice pool, until one pool is reduced to zero and that character is taken out of the action.</p><p></p><p>So I think talking about <em>chance of making a successful attack</em> isn't a very meaningful question until we know what sort of resolution framework we are talking about.</p></blockquote><p></p>
[QUOTE="pemerton, post: 9214541, member: 42582"] What are the consequences of making a successful attack in the system? And how does the system structure the resolution of the attack? In Burning Wheel and Torchbearer, and unopposed strike/attack will always achieve [I]something[/I]; if it is opposed by a defence-type action, then the chance of achieving something depends on the resolution of the versus test. And if the action chosen is a feint rather than a strike/attack, then typically it will not achieve anything [I]unless[/I] the opposing action is a defence-type one, in which case the feint negates the defence and counts the same as an unopposed strike/attack. This is pretty different from the "roll to hit, roll for damage" of D&D and Traveller. But there are plenty of other different models too. Eg in RM the likelihood of inflicting serious injury with an attack depends to a significant extent on the opponent's armour and the amount of their "combat pool" they have committed to defence. In Prince Valiant, combat is resolved via opposed checks, either a single one (eg for a joust) or with margin of success reducing the other character's dice pool, until one pool is reduced to zero and that character is taken out of the action. So I think talking about [I]chance of making a successful attack[/I] isn't a very meaningful question until we know what sort of resolution framework we are talking about. [/QUOTE]
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