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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="Immortal Sun" data-source="post: 7552355"><p>D&D could once again take a page from a more "rules heavy" system called MTG and solve all these problems, and leave both you and I happy.</p><p></p><p>It's a neat little system called "priority". The player whose turn starts with it. The player they take actions against gains it to "respond" to the active player's action (if multiple persons, then you just go clockwise around the table, in D&D you can use Initiative). Priority then moves to the next player in line until everyone has either responded, or not. The acting player then regains priority.</p><p></p><p>EX: Player 1 attacks Player 2.</p><p>Player 2 may now immediately respond to Player 1. For this exercise, lets say they don't.</p><p>Player 3 may now choose to respond to Player 1. For this exercise, lets say they don't.</p><p>Player 4 may now choose to respond to Player 1. For this exercise, lets say they don't.</p><p>Player 1's action 'resolves' and affects Player 2.</p><p></p><p>The system gets more complex, but fundamentally the same when we consider:</p><p>EX: Player 1 attacks Player 2.</p><p>Player 2 responds by attempting to Parry Player 1's attack. Priority then immediately returns to Player 1, who may respond to Player 2's response. Lets say he doesn't.</p><p>Priority then passes to Player 3, giving him a chance to Respond to Player 2. </p><p>so-on and so-forth around the table until there are no responses to Player 2.</p><p>Player 2's action then resolves, attempting to parry Player 1's attack. lets say it fails.</p><p>Priority now returns to Player 1, whose attack has yet to resolve because Player 2's response took priority.</p><p>Player 3 and subsequently Player 4 may now respond to Player 1's attack.</p><p>--if either of them do anything, repeat as above just with the new response.</p><p>---Player 1's attack does not "resolve" until all the responses have been dealt with.</p><p></p><p>While it seems complex, there is fundamentally only one variable: priority and who has it. Priority always passes from the Active Player to the Player (or even NPC) who is being acted upon. And back and forth until the "stack" or in D&D terms the "scene" is resolved.</p><p></p><p>It's surprisingly fast in play and would retain the sort of cinematic framing of players responding to each other's actions in a more real-time manner.</p><p></p><p>But fundamentally, there are still turns and something must address the fact that even though Joe and Bob are both players, it's Joe's turn.</p></blockquote><p></p>
[QUOTE="Immortal Sun, post: 7552355"] D&D could once again take a page from a more "rules heavy" system called MTG and solve all these problems, and leave both you and I happy. It's a neat little system called "priority". The player whose turn starts with it. The player they take actions against gains it to "respond" to the active player's action (if multiple persons, then you just go clockwise around the table, in D&D you can use Initiative). Priority then moves to the next player in line until everyone has either responded, or not. The acting player then regains priority. EX: Player 1 attacks Player 2. Player 2 may now immediately respond to Player 1. For this exercise, lets say they don't. Player 3 may now choose to respond to Player 1. For this exercise, lets say they don't. Player 4 may now choose to respond to Player 1. For this exercise, lets say they don't. Player 1's action 'resolves' and affects Player 2. The system gets more complex, but fundamentally the same when we consider: EX: Player 1 attacks Player 2. Player 2 responds by attempting to Parry Player 1's attack. Priority then immediately returns to Player 1, who may respond to Player 2's response. Lets say he doesn't. Priority then passes to Player 3, giving him a chance to Respond to Player 2. so-on and so-forth around the table until there are no responses to Player 2. Player 2's action then resolves, attempting to parry Player 1's attack. lets say it fails. Priority now returns to Player 1, whose attack has yet to resolve because Player 2's response took priority. Player 3 and subsequently Player 4 may now respond to Player 1's attack. --if either of them do anything, repeat as above just with the new response. ---Player 1's attack does not "resolve" until all the responses have been dealt with. While it seems complex, there is fundamentally only one variable: priority and who has it. Priority always passes from the Active Player to the Player (or even NPC) who is being acted upon. And back and forth until the "stack" or in D&D terms the "scene" is resolved. It's surprisingly fast in play and would retain the sort of cinematic framing of players responding to each other's actions in a more real-time manner. But fundamentally, there are still turns and something must address the fact that even though Joe and Bob are both players, it's Joe's turn. [/QUOTE]
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Preferences regarding "save to resist" vs. "roll to hit" mechanics?
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