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General Tabletop Discussion
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My theory on 5e's core mechanic
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<blockquote data-quote="Crazy Jerome" data-source="post: 5802513" data-attributes="member: 54877"><p>Switching between opposed rolls and the static DCs might be part of a larger set of options to switch combats between a set of rules that are fast but less detailed and another set for more detail when you want to go into "slow motion" because the fight is so important, or potentially entertaining, or you just want to anyway.</p><p> </p><p>It's also not a bad switch to have when an expected tense fight hits a prolonged "mop up" phase, but for whatever reason (maybe operational resource management), you still want to play it out somehow.</p><p> </p><p>By themselves, I don't see opposed rolls being sufficient for that kind of switch, nor adding all that much to justify the cost. As part of a bigger package, though, the extra detail might be nice.</p></blockquote><p></p>
[QUOTE="Crazy Jerome, post: 5802513, member: 54877"] Switching between opposed rolls and the static DCs might be part of a larger set of options to switch combats between a set of rules that are fast but less detailed and another set for more detail when you want to go into "slow motion" because the fight is so important, or potentially entertaining, or you just want to anyway. It's also not a bad switch to have when an expected tense fight hits a prolonged "mop up" phase, but for whatever reason (maybe operational resource management), you still want to play it out somehow. By themselves, I don't see opposed rolls being sufficient for that kind of switch, nor adding all that much to justify the cost. As part of a bigger package, though, the extra detail might be nice. [/QUOTE]
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