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Rolling a d20 for Defense
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<blockquote data-quote="igavskoga" data-source="post: 3435435" data-attributes="member: 41188"><p>Hey Val <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> (This isn't directed at you, I'm just using your point to hop off from)</p><p></p><p></p><p>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. I found that combat was less one-sided due to the fact that your high bonus and his low bonus take on a much different role if you roll low and he rolls high. I've found the mechanic to be interesting, and makes combat more fun and dynamic, all good things in my book. The slowdown time is minimal, as was noted if you track it over the course of an entire session or multiple sessions it may add up, but it will be hardly noticible at the table. Two good ways to do it, we found, were to roll both attack and defense at the same time (in the case of monsters attacking PCs), and to have a pre-generated list of d20 rolls for the DM to cross off and use as each monster is attacked - this seemed to effectively streamline the process.</p><p></p><p>If you are using Roll for Defense in a system not already designed for it the mechanic MAY need some tweaking over the course of the first few sessions so be aware of that. If you just replace the "take 10 + armor AC" that standard D&D uses with a roll, you may get some wonky results. Don't lose heart, just start adjusting base defense bonus and armor values until your group comes up with a better range.</p><p></p><p>Either way, good luck with it!</p><p></p><p></p><p>/slight threadjack on</p><p>Yes, statistically, more randomness affects PC's more, and yes statistically this system looks like it will just make fights more static - maybe it does over the course of a year or more of weekly play (you can't judge statistics by the miniscule window that a single gaming session affords), the average player isn't going to notice the statistics, or really care about them if they find the mechanic fun and playable. If there's one thing I've noticed in my many years of playing and DMing its that while statistics are a good yardstick, they go right out the window when the dice hit the table during a session of play. I've seen statistics defied far too many times in a night of play, often while they are being quoted to me in surprise while the dice are rolling, to give them very much credence at all in regards to how fun a mechanic is or how well it works.</p><p>/slight threadjack off</p></blockquote><p></p>
[QUOTE="igavskoga, post: 3435435, member: 41188"] Hey Val :D (This isn't directed at you, I'm just using your point to hop off from) 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. I found that combat was less one-sided due to the fact that your high bonus and his low bonus take on a much different role if you roll low and he rolls high. I've found the mechanic to be interesting, and makes combat more fun and dynamic, all good things in my book. The slowdown time is minimal, as was noted if you track it over the course of an entire session or multiple sessions it may add up, but it will be hardly noticible at the table. Two good ways to do it, we found, were to roll both attack and defense at the same time (in the case of monsters attacking PCs), and to have a pre-generated list of d20 rolls for the DM to cross off and use as each monster is attacked - this seemed to effectively streamline the process. If you are using Roll for Defense in a system not already designed for it the mechanic MAY need some tweaking over the course of the first few sessions so be aware of that. If you just replace the "take 10 + armor AC" that standard D&D uses with a roll, you may get some wonky results. Don't lose heart, just start adjusting base defense bonus and armor values until your group comes up with a better range. Either way, good luck with it! /slight threadjack on Yes, statistically, more randomness affects PC's more, and yes statistically this system looks like it will just make fights more static - maybe it does over the course of a year or more of weekly play (you can't judge statistics by the miniscule window that a single gaming session affords), the average player isn't going to notice the statistics, or really care about them if they find the mechanic fun and playable. If there's one thing I've noticed in my many years of playing and DMing its that while statistics are a good yardstick, they go right out the window when the dice hit the table during a session of play. I've seen statistics defied far too many times in a night of play, often while they are being quoted to me in surprise while the dice are rolling, to give them very much credence at all in regards to how fun a mechanic is or how well it works. /slight threadjack off [/QUOTE]
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