iwatt said:
I don't have AGoT, but maybe that is due to the fact that attack and defense are more balanced than in D&D, and their isn't as many extraneous modifiers that can skew things (plethora of magic items in D&D).
Fact of the matter, a large enough edge is brutal in the opposed check mechanic (look at grapple), and it isn't something that should be dismissed. It might work better in True20 o
Hey look, its iwatt too. You guys are making me miss the great old debates on the IH forums.
That's a fair point, and one to take well into mind. As I said, I think if you're inserting it into standard d20 it will take a fair bit of tinkering around to get to a good range. However, I have an inkling (and only an inkling mind you) it will only start to really fall apart once there's a 15 point disparity. Even given a +10 vs a +0, you roll a 2, he rolls a 13, he wins. The chances are much greater that you will win but that's what something like a 10+ point disparity is supposed to represent, no? Also, honestly, you have a +15 to-hit vs a 14 (the +4 from above) AC, isn't that really more of an unofficial auto-hit than +15 vs +4?
Also, the ability for the tide of battle to turn a lousy roll of an 8 on a d20 into a hit cuz the target dodged even worse is awesome.
In the end, after mulling it s'more, it may not be worth it in standard d20 - but giving it a whirl can't hurt if one really enjoys the mechanic. I really like it, but when I started playing 3.x when it hit the shelves after an extended hiatus from gaming in general, I kept instinctively wanting to make dodge rolls for some reason. Maybe it was all those summers playing Rifts at camp resurfacing, who knows.
iwatt said:
In any case, the point I'm more interested is the one of determining critical success and failures when using an opposed mechanic.
Al the attacker and Dan the defender have a showdown:
Al rolls a 20 and Dan a 1-----> Auto confirm
Al rolls a 20 and Dan a 20---->No threat
Al rolls a 1 and Dan a 1------>Nothing
Al rolls a 1 and Dan 20 ------> Dan get's an AoO
OPinions?
I think that's a fast and simple way to handle those eventualities. I like it. Would Dan's AoO count against his normal total?
Given any thought to what happens if Al rolls a 17 and Dan rolls a 17 (or Al rolls a 15+2 and Dan rolls a 14+3)? Given my inherent nature to trample all over KISS when a cool idea pops into my head I had the following idea a few months ago: In the constant tinkering and mulling I do on the homebrew I'm going to eventually run again (No really, I will, I swear! Check's in the mail!) I stumbled over the idea of weapon lock. Essentially both combatants become momentarily entangled in eachother's movements to the point where just pulling away would leave them open... there's then a brief struggle (opposed something, BAB? Reflex? I have it written down somewhere) with a sudden victor who is given an AoO. This, of course, spiralled off into a potential series of feats (maybe PrC) that would allow someone to expand the range at which they could trigger a weapon lock (turning misses into locks = easy, turning hits into locks = difficult and higher level pre-reqs).