ogre said:Thanks for the link to Core Elements.
I still wonder though.... has anyone actually played it this way?
The problem with rolling both attacks and defenses is that it becomes an opposed check, like grappling, meaning that the guy with the bigger bonus will usually win. The contestant with a +4 higher bonus has about an 80% success rate; no longer is it a 40% chance of hitting the foe, now it's only a 20% chance because he's opposing. Alternatively, it's no longer a 60% chance of hitting, it's now an 80% chance of hitting because your attack bonus is better than his defense bonus.ogre said:Does it screw anything up? I personaly think players would find the fact that they can nullify an attack with a roll way more exciting than just waiting to see if they're hit. Am I overloooking anything?
ogre said:Am I overloooking anything?
ValhallaGH said:The real issue is the dramatic skewing of combat results. The better someone is at either attack or defense, the more it will show as they almost always succeed at their specialty. Mooks will be no threat at all, since their bonuses are low enough that they'll only hit about 10% of the time and will be hit 90% of the time; higher-level high-combat foes will be almost untouchable and unstoppable due to much higher success rates.
igavskoga said:I've played a pretty decent amount of Roll for Defense in the Game of Thrones campaign I was in a few months back so I thought I'd chime in here. In the time I played with rolling for defense I actually found the opposite was true.
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
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?
igavskoga said: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).

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.