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<blockquote data-quote="Deset Gled" data-source="post: 9167814" data-attributes="member: 7808"><p>Adding to the discussion of static defense, I would say it's just plain anathema to the way things worked in WEG d6.</p><p></p><p>In that system, you could opt to do multiple things in one round by taking a penalty to all things during the round (and a bigger penalty if you had to do an action without planning). With active defense, this means that a big part of strategic planning was based on how much you wanted to defend or attack. You could chose to put all your action into something and ignore dodging completely, sacrificing HP to achieve your primary goal. Or you could put more effort into dodging multiple foes but just make a pot shot at enemies with a really low bonus. Or go full defense. There were a lot of options. </p><p></p><p>Even more importantly, you could spend your bonus resources like Character Points or Force Points with any roll, included dodging. Which means you could choose to force even a low Dodge to a very high number when you're in a critical situation. This could lead to really cinematic moments like choosing to spend it all to survive when you're at 1HP, or a non-pilot pulling off a critical dodge maneuver. From a gaming perspective, this also meant that resource management between your special bonuses, HP, and action economy were all tied together.</p><p></p><p>With static defense, you would have to create an entirely new list of mechanics and options to mirror that style of play.</p></blockquote><p></p>
[QUOTE="Deset Gled, post: 9167814, member: 7808"] Adding to the discussion of static defense, I would say it's just plain anathema to the way things worked in WEG d6. In that system, you could opt to do multiple things in one round by taking a penalty to all things during the round (and a bigger penalty if you had to do an action without planning). With active defense, this means that a big part of strategic planning was based on how much you wanted to defend or attack. You could chose to put all your action into something and ignore dodging completely, sacrificing HP to achieve your primary goal. Or you could put more effort into dodging multiple foes but just make a pot shot at enemies with a really low bonus. Or go full defense. There were a lot of options. Even more importantly, you could spend your bonus resources like Character Points or Force Points with any roll, included dodging. Which means you could choose to force even a low Dodge to a very high number when you're in a critical situation. This could lead to really cinematic moments like choosing to spend it all to survive when you're at 1HP, or a non-pilot pulling off a critical dodge maneuver. From a gaming perspective, this also meant that resource management between your special bonuses, HP, and action economy were all tied together. With static defense, you would have to create an entirely new list of mechanics and options to mirror that style of play. [/QUOTE]
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