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<blockquote data-quote="Majoru Oakheart" data-source="post: 5780939" data-attributes="member: 5143"><p>I think I like plot immunity better. Rocket tag is very random. Since the only factors to worry about are how often you get hit, then you will simply die that percentage of the time. Enemies kill you in one hit but have a 30% chance to hit you? Then 30% of the fights you have will end in someone's death".</p><p></p><p>Plot immunity is ablative. If you have 100 hitpoints and the enemies do 5 damage each, you know that 20 enemies will definitely take down 1 person in a round. You know that one enemy will take 20 rounds to kill one person. It enables you to better plan the difficulty of an encounter. If you add a couple of random factors that you can control, then there can still be surprise in a system without taking away some of the ability to judge difficulty and to be a little forgiving of mistakes.</p><p></p><p>For instance, if all enemies have a 50% chance to hit and all do 5-15 points of damage, then the average character with 100 hitpoints dies in 1 round to 20 of them. But chance being what it is, the character can possibly survive that round. Also, one monster can kill someone in 20 rounds. But chance being what it is, a character could die as early as 7 rounds.</p><p></p><p>Using the right calculations, it can be random enough that most people can't calculate the chances in their head, but predictable enough that a DM can create an encounter that is supposed to be easy without it randomly killing off the whole party. Or creating an encounter that is supposed to be challenging without it be extremely easy.</p></blockquote><p></p>
[QUOTE="Majoru Oakheart, post: 5780939, member: 5143"] I think I like plot immunity better. Rocket tag is very random. Since the only factors to worry about are how often you get hit, then you will simply die that percentage of the time. Enemies kill you in one hit but have a 30% chance to hit you? Then 30% of the fights you have will end in someone's death". Plot immunity is ablative. If you have 100 hitpoints and the enemies do 5 damage each, you know that 20 enemies will definitely take down 1 person in a round. You know that one enemy will take 20 rounds to kill one person. It enables you to better plan the difficulty of an encounter. If you add a couple of random factors that you can control, then there can still be surprise in a system without taking away some of the ability to judge difficulty and to be a little forgiving of mistakes. For instance, if all enemies have a 50% chance to hit and all do 5-15 points of damage, then the average character with 100 hitpoints dies in 1 round to 20 of them. But chance being what it is, the character can possibly survive that round. Also, one monster can kill someone in 20 rounds. But chance being what it is, a character could die as early as 7 rounds. Using the right calculations, it can be random enough that most people can't calculate the chances in their head, but predictable enough that a DM can create an encounter that is supposed to be easy without it randomly killing off the whole party. Or creating an encounter that is supposed to be challenging without it be extremely easy. [/QUOTE]
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