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General Tabletop Discussion
*TTRPGs General
Preferences regarding "save to resist" vs. "roll to hit" mechanics?
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<blockquote data-quote="Umbran" data-source="post: 7552037" data-attributes="member: 177"><p>The problem with the theory of doing things is that everyone is always doing things. Bob wants to hit you with a sword. Joe wants to dodge the sword.</p><p></p><p>Within the fiction, both Joe and Bob are doing things. The people in the fiction aren't taking turns letting each other try things. "Active player" is a metagame concept we require to build a resolution process we can use, but doesn't actually denote "active character". This gets worse when there's an inanimate intermediary - Bob makes rocks fall on Joe. Who gets to roll - Bob for making rocks fall, of Joe for dodging rocks? In this model, Joe never gets to roll to dodge rocks.</p><p></p><p>The difference is relevant because it determines <em>who gets to modify the die roll</em>. The person making the roll typically has a boost from that.</p></blockquote><p></p>
[QUOTE="Umbran, post: 7552037, member: 177"] The problem with the theory of doing things is that everyone is always doing things. Bob wants to hit you with a sword. Joe wants to dodge the sword. Within the fiction, both Joe and Bob are doing things. The people in the fiction aren't taking turns letting each other try things. "Active player" is a metagame concept we require to build a resolution process we can use, but doesn't actually denote "active character". This gets worse when there's an inanimate intermediary - Bob makes rocks fall on Joe. Who gets to roll - Bob for making rocks fall, of Joe for dodging rocks? In this model, Joe never gets to roll to dodge rocks. The difference is relevant because it determines [I]who gets to modify the die roll[/I]. The person making the roll typically has a boost from that. [/QUOTE]
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Preferences regarding "save to resist" vs. "roll to hit" mechanics?
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