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General Tabletop Discussion
*Dungeons & Dragons
Modos RPG Playtest 1: the One True System
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<blockquote data-quote="GMMichael" data-source="post: 6252558" data-attributes="member: 6685730"><p>Good points. The degrees of success rule is actually more of a guideline, and it states that degrees of success can be as little as a 1-point spread. Degrees of success (and a clarification that I need to add) are far more important in one-roll conflicts than in extended conflicts, because they provide additional information about the outcome of a conflict, which is scarce (almost by definition) in the one-roll conflict.</p><p></p><p>D6 versus d6 would be great for establishing degrees of success. However, going with a d20 allows the GM to include difficulty modifiers to one or both sides of a roll that don't add up to a full degree.</p><p></p><p></p><p>Great idea! If I can figure out a way to reconcile DoS, damage, and weaponry's lethality, I'll add it.</p><p></p><p></p><p>I'm guessing, with the unhittable character example, you're referring to a defender who is so good at Parrying that he can take 10 and still have a result higher than what the attackers can roll. If that's the case, consider that taking half represents a <em>mediocre effort</em>. If an enemy can carelessly defend against attackers' best efforts, those attacker should really have a better game plan. Further, don't forget that the combat system allows a finite number of defenses, so if an unhittable opponent is outnumbered 2 to 1, he'd only be able to parry most of the attacks at best.</p><p></p><p>Gotta run. Great analysis...</p></blockquote><p></p>
[QUOTE="GMMichael, post: 6252558, member: 6685730"] Good points. The degrees of success rule is actually more of a guideline, and it states that degrees of success can be as little as a 1-point spread. Degrees of success (and a clarification that I need to add) are far more important in one-roll conflicts than in extended conflicts, because they provide additional information about the outcome of a conflict, which is scarce (almost by definition) in the one-roll conflict. D6 versus d6 would be great for establishing degrees of success. However, going with a d20 allows the GM to include difficulty modifiers to one or both sides of a roll that don't add up to a full degree. Great idea! If I can figure out a way to reconcile DoS, damage, and weaponry's lethality, I'll add it. I'm guessing, with the unhittable character example, you're referring to a defender who is so good at Parrying that he can take 10 and still have a result higher than what the attackers can roll. If that's the case, consider that taking half represents a [I]mediocre effort[/I]. If an enemy can carelessly defend against attackers' best efforts, those attacker should really have a better game plan. Further, don't forget that the combat system allows a finite number of defenses, so if an unhittable opponent is outnumbered 2 to 1, he'd only be able to parry most of the attacks at best. Gotta run. Great analysis... [/QUOTE]
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