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Pre-3e mechanics vs d20 system mechanics
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<blockquote data-quote="Imaculata" data-source="post: 7448600" data-attributes="member: 6801286"><p>I think it is harder, but I think that is mostly due to character sheets usually having an entry for the damage. For example, the character sheet will have a space for your equipped weapon that reads: 1d8+1 damage. So you know you need to roll a D8. </p><p></p><p>I suppose you could also list the dice needed for the check above the skill check, but that raises the question, why make it different in the first place?</p><p></p><p>This is a question that I kept asking myself as I was trying to wrap my head around the rules for the boardgame Lobotomy. In Lobotomy, every skill check is called an <strong>imagination check</strong>. The characters basically use their madness to imagine a solution. You roll a number of dice equal to your imagination score, and a result of 4 or higher counts as a success. Okay... makes sense. Ah, but unless you are doing a <strong>specific kind of imagination check</strong>, because then you need to roll <strong>2D6</strong> and roll lower or equal to your imagination stat. WTF?! But to make matters worse, combat also works differently. Your <strong>attack stat</strong> does not tell you how many dice to roll, like with the imagination stat, but what number to beat to achieve a hit. The number of dice you roll differs per weapon, unless it is an <strong>unarmed attack</strong>, then you always roll <strong>3D6</strong>.</p><p></p><p>Now this is one ludicrous example, but it shows just how unplayable a game can get if the rules aren't consistent. It would have been very easy to just commit to one rule for all of these checks, and I really can't think of any compelling reason to do it different for each check. It makes it impossible to remember the rules.</p></blockquote><p></p>
[QUOTE="Imaculata, post: 7448600, member: 6801286"] I think it is harder, but I think that is mostly due to character sheets usually having an entry for the damage. For example, the character sheet will have a space for your equipped weapon that reads: 1d8+1 damage. So you know you need to roll a D8. I suppose you could also list the dice needed for the check above the skill check, but that raises the question, why make it different in the first place? This is a question that I kept asking myself as I was trying to wrap my head around the rules for the boardgame Lobotomy. In Lobotomy, every skill check is called an [B]imagination check[/B]. The characters basically use their madness to imagine a solution. You roll a number of dice equal to your imagination score, and a result of 4 or higher counts as a success. Okay... makes sense. Ah, but unless you are doing a [B]specific kind of imagination check[/B], because then you need to roll [B]2D6[/B] and roll lower or equal to your imagination stat. WTF?! But to make matters worse, combat also works differently. Your [B]attack stat[/B] does not tell you how many dice to roll, like with the imagination stat, but what number to beat to achieve a hit. The number of dice you roll differs per weapon, unless it is an [B]unarmed attack[/B], then you always roll [B]3D6[/B]. Now this is one ludicrous example, but it shows just how unplayable a game can get if the rules aren't consistent. It would have been very easy to just commit to one rule for all of these checks, and I really can't think of any compelling reason to do it different for each check. It makes it impossible to remember the rules. [/QUOTE]
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