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<blockquote data-quote="Daedrova" data-source="post: 953909" data-attributes="member: 11835"><p>Jens: "Well, some things would be included in a simple and easy fashion by using some sort of opposed roll:</p><p>- Range penalties (an arrow from far away should be easier to deflect, right?)</p><p>- Magical +'s should make the arrow harder to deflect (imo)"</p><p></p><p>Yes, I dont really disagree with opposed rolls (notice my suggestion for the Dex check), just with setting the DC of the Deflection of the arrow against that Attack roll of the Archer. I did forget to include that Magic arrows should make the arrow harder to deflect. As far as Range penalties are concerened, those deal only with accuracy, and the archer having to compensate for things such as the pull of gravity on the attack... Notice that range penalties do not apply to damage, because the velocity of the arrow does not decrease. The reason range exists in its limiting fashion is because at the velocity that the arrow travels, it can only travel so far before it crashes to the earth by its gravitational pull.</p><p></p><p>Yes, a roll is different from automatic succes 5% of the time, or one in twenty rolls... (assuming the modifier is significant enough).</p><p></p><p>The reason I believe that Deflect or Snatch should be a Dex check Rather than a Ref save or Attack roll is that either of the later options make it only viable for either monks, or dex based fighter characters. </p><p></p><p>Oh, and you roll Reflex saves vs. traps because it is reflexive, not an active defense, such as knowing that you want to get out of the way of the greatsword cutting toward you. Its not a matter of mundane vs. exotic.</p></blockquote><p></p>
[QUOTE="Daedrova, post: 953909, member: 11835"] Jens: "Well, some things would be included in a simple and easy fashion by using some sort of opposed roll: - Range penalties (an arrow from far away should be easier to deflect, right?) - Magical +'s should make the arrow harder to deflect (imo)" Yes, I dont really disagree with opposed rolls (notice my suggestion for the Dex check), just with setting the DC of the Deflection of the arrow against that Attack roll of the Archer. I did forget to include that Magic arrows should make the arrow harder to deflect. As far as Range penalties are concerened, those deal only with accuracy, and the archer having to compensate for things such as the pull of gravity on the attack... Notice that range penalties do not apply to damage, because the velocity of the arrow does not decrease. The reason range exists in its limiting fashion is because at the velocity that the arrow travels, it can only travel so far before it crashes to the earth by its gravitational pull. Yes, a roll is different from automatic succes 5% of the time, or one in twenty rolls... (assuming the modifier is significant enough). The reason I believe that Deflect or Snatch should be a Dex check Rather than a Ref save or Attack roll is that either of the later options make it only viable for either monks, or dex based fighter characters. Oh, and you roll Reflex saves vs. traps because it is reflexive, not an active defense, such as knowing that you want to get out of the way of the greatsword cutting toward you. Its not a matter of mundane vs. exotic. [/QUOTE]
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