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Quest For Chevar and Attack and Defense Checks (+)
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<blockquote data-quote="doctorbadwolf" data-source="post: 8806910" data-attributes="member: 6704184"><p>Yeah I really like it so far. What finally put me over on it was that having NPCs roll attacks created weird spots in the rules and redundancies. For weird spots, I don't want too many oddball rules folks have to remember, so having some things PCs defend against be attacks, and some be defense checks, was weird. It also meant I had to keep tinkering with how to derive your passive defense value, especially for non-physical attacks. </p><p></p><p>Lastly, the game has always had passive and active defense, with active defense being something you pay a limited resource cost to use. You activate it when you want to mitigate an attack's effects, reducing the success of the attack by a number of dice equal to your tier of success, so the same scale as the attack. That's redundant, because I already had the ability to Push a skill check up by one step. </p><p></p><p>So by switching to defense checks for PCs I get to just have a fatigue value for attacks and hazards on the GM side, and the PCs roll to mitigate, with the ability to Push their defense check up by one by spending an Attribute Point. </p><p></p><p>I have even found that the various traits and rules that modify attacks and defense either work exactly the same way as before, or are even simpler, now. For instance, since defense is a skill check, armor and protective spells and whatever else can just add a die to your defense check pool or let you reduce incoming fatigue by one die before it's rolled. Defensive counter attack abilities can swing on the axis of the defense check, so the player knowsh if they can use it once they've rolled by seeing their success tier, and don't necessarily need to involve a followup attack skill check. You simply deal damage equal to the difference between what is dealt to you and dice equal to your rate of success. ie, if they start at 3 dice and you reduce it to one by getting total success (which mitigates 2 dice), that leaves 1 die left over on your side that you can deal fatigue equal to as your counter. Spend an AP to add an extra die. The Parry-Riposte technique just got much simpler, and the entire action, from enemy attack to counter attack, resolves with one skill check.</p></blockquote><p></p>
[QUOTE="doctorbadwolf, post: 8806910, member: 6704184"] Yeah I really like it so far. What finally put me over on it was that having NPCs roll attacks created weird spots in the rules and redundancies. For weird spots, I don't want too many oddball rules folks have to remember, so having some things PCs defend against be attacks, and some be defense checks, was weird. It also meant I had to keep tinkering with how to derive your passive defense value, especially for non-physical attacks. Lastly, the game has always had passive and active defense, with active defense being something you pay a limited resource cost to use. You activate it when you want to mitigate an attack's effects, reducing the success of the attack by a number of dice equal to your tier of success, so the same scale as the attack. That's redundant, because I already had the ability to Push a skill check up by one step. So by switching to defense checks for PCs I get to just have a fatigue value for attacks and hazards on the GM side, and the PCs roll to mitigate, with the ability to Push their defense check up by one by spending an Attribute Point. I have even found that the various traits and rules that modify attacks and defense either work exactly the same way as before, or are even simpler, now. For instance, since defense is a skill check, armor and protective spells and whatever else can just add a die to your defense check pool or let you reduce incoming fatigue by one die before it's rolled. Defensive counter attack abilities can swing on the axis of the defense check, so the player knowsh if they can use it once they've rolled by seeing their success tier, and don't necessarily need to involve a followup attack skill check. You simply deal damage equal to the difference between what is dealt to you and dice equal to your rate of success. ie, if they start at 3 dice and you reduce it to one by getting total success (which mitigates 2 dice), that leaves 1 die left over on your side that you can deal fatigue equal to as your counter. Spend an AP to add an extra die. The Parry-Riposte technique just got much simpler, and the entire action, from enemy attack to counter attack, resolves with one skill check. [/QUOTE]
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