tlantl
First Post
It does take time, but only if used ALL THE TIME.
I can some situations where it would come in handy, obvious ones like arcane duels and stealth, but also something that occurred frequently when I DM for new players:
"the goblin shoots a dagger in your direction"
As DM roll the dice, the player screams: "I dodge!" or "I raise my shield!".
Then comes the part where I have to explain you don't choose to defend, which makes sense, but takes away some magic of roleplaying combat...
Not saying this should be the norm in combat encounters, just that it would be nice to have as an alternative...
In a situation where a player doesn't understand the mechanics and they try something like dodging you don't tell them no. You go with it. If the roll indicates a miss then you tell them that they dodge the attack, or that although they tried to block with the shield but you were too slow and the attack drew blood.
Eventually they come to understand how things really work but if you take away their fun in the beginning they feel disappointed or useless and their opinion of the game is lessened.
Opposed rolls are all fine and dandy if you feel that they add to the experience. I'd have to see how they work in practice before making a decision.