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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="Jhaelen" data-source="post: 7553000" data-attributes="member: 46713"><p>I'm not quite sure how 5e DCs work, but in general I agree:</p><p></p><p>Making attack rolls for spells as well as melee or ranged weapon attacks makes the most sense to me.</p><p>I'm less fond of 4e's saving throw rules. 13th Age is slightly better in that regard, since it supports different difficulties (you need to roll 5, 10, or 15 to succeed, depending on the strength of the continuous effect).</p><p>I wonder if it wouldn't be better to have an effect simply last a fixed number of rounds and have counter-effects that can reduce that number to end the effect early.</p><p></p><p>13th Age also features powers that don't allow saves, but only affect creatures up to a certain number of hp. Since you're comparing against the current hp, you can start by attacking them normally to bring down their hp and then finish them off with a power's special effects. It also means that in order to stay safe from such an effect you need to prevent your hp from dropping too low and quickly healing any sustained wounds becomes a priority. I like that.</p></blockquote><p></p>
[QUOTE="Jhaelen, post: 7553000, member: 46713"] I'm not quite sure how 5e DCs work, but in general I agree: Making attack rolls for spells as well as melee or ranged weapon attacks makes the most sense to me. I'm less fond of 4e's saving throw rules. 13th Age is slightly better in that regard, since it supports different difficulties (you need to roll 5, 10, or 15 to succeed, depending on the strength of the continuous effect). I wonder if it wouldn't be better to have an effect simply last a fixed number of rounds and have counter-effects that can reduce that number to end the effect early. 13th Age also features powers that don't allow saves, but only affect creatures up to a certain number of hp. Since you're comparing against the current hp, you can start by attacking them normally to bring down their hp and then finish them off with a power's special effects. It also means that in order to stay safe from such an effect you need to prevent your hp from dropping too low and quickly healing any sustained wounds becomes a priority. I like that. [/QUOTE]
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Preferences regarding "save to resist" vs. "roll to hit" mechanics?
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