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Ramble - design inspiration that comes too late
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<blockquote data-quote="Thomas5251212" data-source="post: 2303164" data-attributes="member: 31221"><p>Well, honestly, as someone who spent years playing RuneQuest and other games that typically had both an attack and a defense roll in combat, I'm not seeing any horrendous deal about the two rolls.</p><p></p><p>That being said, have you thought of simply including the saving throw values as a penaltyto the casting roll? If it's a typical resisted roll, in practice that's what it does anyway, just with extra varience built in. You'd want to not have the penalty failure reduce the spellcasting, but that doesn't seem that complicated if you treat the latter as a sort of "magical defense".</p><p></p><p>Hypothetical example: You are throwing a fireball at three characters who have Reflex saves of +5, +7, and +3. This means they have an effective defense equal to the casting target modified by those values. Let's say that target is normally 15. You throw the spell. If you get 15, you at least got the spell off, but everyone would only take half damage; if you roll 18 the third character would take full damage, if 20 the first and third would, and 22 all of them would.</p></blockquote><p></p>
[QUOTE="Thomas5251212, post: 2303164, member: 31221"] Well, honestly, as someone who spent years playing RuneQuest and other games that typically had both an attack and a defense roll in combat, I'm not seeing any horrendous deal about the two rolls. That being said, have you thought of simply including the saving throw values as a penaltyto the casting roll? If it's a typical resisted roll, in practice that's what it does anyway, just with extra varience built in. You'd want to not have the penalty failure reduce the spellcasting, but that doesn't seem that complicated if you treat the latter as a sort of "magical defense". Hypothetical example: You are throwing a fireball at three characters who have Reflex saves of +5, +7, and +3. This means they have an effective defense equal to the casting target modified by those values. Let's say that target is normally 15. You throw the spell. If you get 15, you at least got the spell off, but everyone would only take half damage; if you roll 18 the third character would take full damage, if 20 the first and third would, and 22 all of them would. [/QUOTE]
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