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<blockquote data-quote="embee" data-source="post: 8184433" data-attributes="member: 7026827"><p>Running the numbers, looks like we're getting the same answer with different maths.</p><p></p><p>Plugging in the Orc v AC17 Player Character</p><p></p><p><span style="color: rgb(41, 105, 176)">Plain Jane Vanilla GM Rolls: Orc has +5 to hit. PC has AC17. So to hit, Orc (GM) needs to roll a 12 (12+5=17). (45% chance for the Orc to hit).</span></p><p></p><p>As you said above:</p><p><span style="color: rgb(65, 168, 95)">DC to defend is 12+ Monster To Hit Bonus. So 12 plus the Orc's +5 to hit is a DC17. Player then rolls d20 and adds their AC -10. So d20+7 (AC17 minus 10). <strong>If the player rolls a 10 or higher, the Orc misses</strong>.</span> <span style="color: rgb(65, 168, 95)">(55% chance for the Player to dodge)</span></p><p></p><p>The other way being:</p><p><span style="color: rgb(65, 168, 95)">Start with 22 plus the Monster To Hit. So 22 plus the Orc's +5 to hit is a DC27. Player rolls a d20 and adds their AC (here, AC17). </span><strong><span style="color: rgb(65, 168, 95)">If the player rolls a 10 or higher, the Orc misses. </span></strong><span style="color: rgb(65, 168, 95)">(55% chance for the Player to dodge)</span></p><p></p><p>What intrigues me about the PAR (as you call it) method is that in larger scale encounters where there are, say 8 monsters with multiple attacks, I don't just want to be rolling and rolling and rolling and rolling while my players sit there and just wait to get hit. I'd like to keep them engaged, even with something as simple as having them roll the d20s instead of me.</p></blockquote><p></p>
[QUOTE="embee, post: 8184433, member: 7026827"] Running the numbers, looks like we're getting the same answer with different maths. Plugging in the Orc v AC17 Player Character [COLOR=rgb(41, 105, 176)]Plain Jane Vanilla GM Rolls: Orc has +5 to hit. PC has AC17. So to hit, Orc (GM) needs to roll a 12 (12+5=17). (45% chance for the Orc to hit).[/COLOR] As you said above: [COLOR=rgb(65, 168, 95)]DC to defend is 12+ Monster To Hit Bonus. So 12 plus the Orc's +5 to hit is a DC17. Player then rolls d20 and adds their AC -10. So d20+7 (AC17 minus 10). [B]If the player rolls a 10 or higher, the Orc misses[/B].[/COLOR] [COLOR=rgb(65, 168, 95)](55% chance for the Player to dodge)[/COLOR] The other way being: [COLOR=rgb(65, 168, 95)]Start with 22 plus the Monster To Hit. So 22 plus the Orc's +5 to hit is a DC27. Player rolls a d20 and adds their AC (here, AC17). [/COLOR][B][COLOR=rgb(65, 168, 95)]If the player rolls a 10 or higher, the Orc misses. [/COLOR][/B][COLOR=rgb(65, 168, 95)](55% chance for the Player to dodge)[/COLOR] What intrigues me about the PAR (as you call it) method is that in larger scale encounters where there are, say 8 monsters with multiple attacks, I don't just want to be rolling and rolling and rolling and rolling while my players sit there and just wait to get hit. I'd like to keep them engaged, even with something as simple as having them roll the d20s instead of me. [/QUOTE]
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