Going for Cover: encourage, discourage or keep the bonus the same?

Going for Cover: encourage, discourage or keep the bonus the same?



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Maybe we'll get lucky and they'll put the "Advanced," higher-granularity and effort rules as options. "Advanced Options" or something wouldn't be so bad to have, so long as they were treated as equally likely to be used, and thus designed around.
 

frankthedm said:
In DDM and presumably 4E, the bonus to Reflex defense and Armor class is only a two point modifier [-2 to be hit].

I'd be careful about drawing that conclusion. While some of the mechanics will likely be similar for brand-consistency and crossover-sales purposes, keep in mind that DDM and D&D are fundamentally different games.

What I mean by that is that DDM is a competition, 1 vs 1, and the rules are designed in such a way as to encourage action and fast resolution of matches (what for to enable tournament play). Quick games = good games. Big cover bonus = tentative tactics, and longer battles. That's bad. For a game like DDM, defensive strategies should be actively discouraged by the rules.

D&D is a cooperative team-based RPG, and the rules are designed in such a way to reward verisimilitude (to a certain extent) and creative thinking. Big cover bonus = careful tactics, and longer battles. That's good. For a game like D&D, engagement with the terrain should be encouraged by the rules.
 



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