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General Tabletop Discussion
*TTRPGs General
In Search of Flexible Defense Mechanics
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<blockquote data-quote="Blue" data-source="post: 9250647" data-attributes="member: 20564"><p>One of the ideas I was playing with was dice pools that you pre-rolled and kept in front of you. This also included team pools, such as the effects of a warlord, bard, or other leader to put in D&D terms.</p><p></p><p>So an attacker comes in with some number of dice. You can negate an Attack die by using a matching or exceeding the value from one or more Defense dice, which would then be used an unavailable. Depending on how many unmatched dice are left, the attack is a Critical -> Hit -> Glance -> Miss, each which is a large amount below the previous. (Well, technically were going against different damage tracks in what I was playing with, but that's not inherent to what's going on.)</p><p></p><p>Defense pool starts a bit larger than attack pool, but doesn't refresh as quickly unless you disengage. (I was having a number of dice recharging on a regular basis.)</p><p></p><p>There was a lot of teamwork moves that could grant extra dice or help refill used dice, starting form just fighting side-by-side (or back-to-back).</p><p></p><p>There was also strategy in using large sized dice that rolled low, so that when they refreshed they might roll high.</p><p></p><p>Because defender could use several dice, more dice was better than bigger dice. But still, a bunch of 2-die attack mooks could still wear you down quickly.</p></blockquote><p></p>
[QUOTE="Blue, post: 9250647, member: 20564"] One of the ideas I was playing with was dice pools that you pre-rolled and kept in front of you. This also included team pools, such as the effects of a warlord, bard, or other leader to put in D&D terms. So an attacker comes in with some number of dice. You can negate an Attack die by using a matching or exceeding the value from one or more Defense dice, which would then be used an unavailable. Depending on how many unmatched dice are left, the attack is a Critical -> Hit -> Glance -> Miss, each which is a large amount below the previous. (Well, technically were going against different damage tracks in what I was playing with, but that's not inherent to what's going on.) Defense pool starts a bit larger than attack pool, but doesn't refresh as quickly unless you disengage. (I was having a number of dice recharging on a regular basis.) There was a lot of teamwork moves that could grant extra dice or help refill used dice, starting form just fighting side-by-side (or back-to-back). There was also strategy in using large sized dice that rolled low, so that when they refreshed they might roll high. Because defender could use several dice, more dice was better than bigger dice. But still, a bunch of 2-die attack mooks could still wear you down quickly. [/QUOTE]
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