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*TTRPGs General
Games with opposed dice rolls - are they better, worse or no different?
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<blockquote data-quote="MACLARREN" data-source="post: 5970927" data-attributes="member: 12288"><p>We have made our own system from what we have considered the best from a variety of games including, 3.5, 4e, Pathfinder, Conan, and Trailblazer. In our approach, we have implemented opposed dice rolls on virtually all attacks. We use armor as DR, Dodge, Parry etc and it works well. We do not see it slowing down play much if at all. The one big thing that it does do is keep people engaged when it is easy to not pay attention due to the long waits for turns to circle back. Everyone has to pay attention and with combat reactions, immediate actions etc, it has made a huge difference especially in high level play. Given a choice, I would not go back to a static defense unless I had to. I was even one of the one's in my group opposed to even trying it and now I am sold and enjoy it.</p><p></p><p>Sure, it is a little bit quicker with a static defense but at least for us, it has worked. IMO, it isn't the extra dice that bog it down. We are now playing at 15th level with 8th level spells flying and it moves along quite well. Our straight 3.5 campaigns bogged down at this point and this has been enjoyable play for everyone including the DM. However, the biggest change that we have implemented which I know everyone would most likely hate is in combat healing. The yo yo effect is not present in our game. The only means to gain some HP's is with a false life, bears endurance or some other spell that can add temp hp's. We do use armor as DR and our spell durations are either controlled, encounter or ritual so no tracking of durations. A clerics or wizards Resist Energy spells are very important and key to keeping you up in a fight. We also use action points from Trailblazer and have a Fate point system that we get about 1 every 5 levels that can be used to alter a swing, change destiny etc. You have to watch as the BBEG's also have these. This system also allows clerics to take part and not have to heal nor are there healing surges which have never made sense to me. Our melee guys and casters all have a purpose and we have found that everyone has a job even at the high levels. Wizards don't win it automatically and fighters can throw down the damage. Not for everyone, but opposed rolls can work and be a lot of fun. You just need to have everyone on board at least to give it a try. May not work for you but it has for us.</p></blockquote><p></p>
[QUOTE="MACLARREN, post: 5970927, member: 12288"] We have made our own system from what we have considered the best from a variety of games including, 3.5, 4e, Pathfinder, Conan, and Trailblazer. In our approach, we have implemented opposed dice rolls on virtually all attacks. We use armor as DR, Dodge, Parry etc and it works well. We do not see it slowing down play much if at all. The one big thing that it does do is keep people engaged when it is easy to not pay attention due to the long waits for turns to circle back. Everyone has to pay attention and with combat reactions, immediate actions etc, it has made a huge difference especially in high level play. Given a choice, I would not go back to a static defense unless I had to. I was even one of the one's in my group opposed to even trying it and now I am sold and enjoy it. Sure, it is a little bit quicker with a static defense but at least for us, it has worked. IMO, it isn't the extra dice that bog it down. We are now playing at 15th level with 8th level spells flying and it moves along quite well. Our straight 3.5 campaigns bogged down at this point and this has been enjoyable play for everyone including the DM. However, the biggest change that we have implemented which I know everyone would most likely hate is in combat healing. The yo yo effect is not present in our game. The only means to gain some HP's is with a false life, bears endurance or some other spell that can add temp hp's. We do use armor as DR and our spell durations are either controlled, encounter or ritual so no tracking of durations. A clerics or wizards Resist Energy spells are very important and key to keeping you up in a fight. We also use action points from Trailblazer and have a Fate point system that we get about 1 every 5 levels that can be used to alter a swing, change destiny etc. You have to watch as the BBEG's also have these. This system also allows clerics to take part and not have to heal nor are there healing surges which have never made sense to me. Our melee guys and casters all have a purpose and we have found that everyone has a job even at the high levels. Wizards don't win it automatically and fighters can throw down the damage. Not for everyone, but opposed rolls can work and be a lot of fun. You just need to have everyone on board at least to give it a try. May not work for you but it has for us. [/QUOTE]
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Games with opposed dice rolls - are they better, worse or no different?
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