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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: 7552269" data-attributes="member: 177"><p>Um...</p><p></p><p>*I* don't care... *We're* talking... Bit of a royal we, there? Because *you* define what *everyone else* gets to talk about? I don't think so. </p><p></p><p>That aside, though....</p><p></p><p>First off, this is the General RPG forum. There's no one "The rules" here. If we are talking about D&D or Pathfinder, then how the rules function is already well-defined: sometimes the attackers roll, sometimes the defenders roll. No discussion needed, it is pretty clearly written.</p><p></p><p>But, the OP asks about preferences. Not how the rules do function, but how we prefer them to function. </p><p></p><p>I do not think the rules and the fiction are so easily separable. For example, when a player says he wants to drop rocks on his enemy, this is not an action that is clearly detailed in the rules already. You have to take the fiction the player is suggesting, and turn it into rules! If there is some distance involved, you have the awkwardness that the rocks may take time to fall to the target, and therefore should not hit on the active player's turn. Some things take time to resolve, so going strictly by "active character" sometimes the attacker rolls, sometimes the defender rolls, depending on the distance between them. </p><p></p><p>So, we see that while folks speak about desiring consistency, we have to ask *what* will be consistent? Many may be thinking "do-er rolls", "action initiator rolls" and "active character rolls" are equivalent, but they aren't always.</p></blockquote><p></p>
[QUOTE="Umbran, post: 7552269, member: 177"] Um... *I* don't care... *We're* talking... Bit of a royal we, there? Because *you* define what *everyone else* gets to talk about? I don't think so. That aside, though.... First off, this is the General RPG forum. There's no one "The rules" here. If we are talking about D&D or Pathfinder, then how the rules function is already well-defined: sometimes the attackers roll, sometimes the defenders roll. No discussion needed, it is pretty clearly written. But, the OP asks about preferences. Not how the rules do function, but how we prefer them to function. I do not think the rules and the fiction are so easily separable. For example, when a player says he wants to drop rocks on his enemy, this is not an action that is clearly detailed in the rules already. You have to take the fiction the player is suggesting, and turn it into rules! If there is some distance involved, you have the awkwardness that the rocks may take time to fall to the target, and therefore should not hit on the active player's turn. Some things take time to resolve, so going strictly by "active character" sometimes the attacker rolls, sometimes the defender rolls, depending on the distance between them. So, we see that while folks speak about desiring consistency, we have to ask *what* will be consistent? Many may be thinking "do-er rolls", "action initiator rolls" and "active character rolls" are equivalent, but they aren't always. [/QUOTE]
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Preferences regarding "save to resist" vs. "roll to hit" mechanics?
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