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Rolling a d20 for Defense
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<blockquote data-quote="ogre" data-source="post: 3436504" data-attributes="member: 4671"><p>Ahh thanks for all the enlightenment.</p><p>As far as my focus, this is for a d20 modern based PA game, with mutants, mechs and crazy technology.</p><p>Anyway, I think I'll try it out, judging from what I hear from those who've tried it. It doesn't seem to slow the game down perceptionaly and it promotes player interaction even when its not their turn.</p><p>The randomness of rolling instead of a flat 10 is something I wanted to add to a modern game, where gunfighting just seems to me to have more chaos than a sword fight would. Or rather, I would like modern gun fights to be that way, whether they are in reality or not :-0</p><p>As far as the comparison to grapple goes, I'm not sure I agree. Grapple takes size into account, where normal fighting, size is actually a detriment (attack and defense lowered), so I'm not sure its an accurate detractor to roll defense methods. What if instead of rolling for grapple checks, you could only take 10? Wouldn't that be even more of a 'fixed outcome' than having the random d20 roll? I guess my point is that the d20 roll should make things less 'fixed', not more, the way grapple appears to work. I think it appears this way because there are so many modifiers, and the modifieres, as has been said is what makes outcomes more fixed, not the random die roll vs a flat 10.</p><p></p><p>I'm not sure this will really seem like opposed rolls, though technically it will be. I see it more as randomising the flat 10 into a variable of 1-20. This effectively simply adds chaos to the battle, randomness and more unknowns. It shouldn't effect the power of high level vs low level in a major way, but should produce anomolies in combat instead of predictability.</p><p>Ok, so I'm rambling here. Thanks for all the input folks!</p><p></p><p>Wrathamon- now there's a twist!</p></blockquote><p></p>
[QUOTE="ogre, post: 3436504, member: 4671"] Ahh thanks for all the enlightenment. As far as my focus, this is for a d20 modern based PA game, with mutants, mechs and crazy technology. Anyway, I think I'll try it out, judging from what I hear from those who've tried it. It doesn't seem to slow the game down perceptionaly and it promotes player interaction even when its not their turn. The randomness of rolling instead of a flat 10 is something I wanted to add to a modern game, where gunfighting just seems to me to have more chaos than a sword fight would. Or rather, I would like modern gun fights to be that way, whether they are in reality or not :-0 As far as the comparison to grapple goes, I'm not sure I agree. Grapple takes size into account, where normal fighting, size is actually a detriment (attack and defense lowered), so I'm not sure its an accurate detractor to roll defense methods. What if instead of rolling for grapple checks, you could only take 10? Wouldn't that be even more of a 'fixed outcome' than having the random d20 roll? I guess my point is that the d20 roll should make things less 'fixed', not more, the way grapple appears to work. I think it appears this way because there are so many modifiers, and the modifieres, as has been said is what makes outcomes more fixed, not the random die roll vs a flat 10. I'm not sure this will really seem like opposed rolls, though technically it will be. I see it more as randomising the flat 10 into a variable of 1-20. This effectively simply adds chaos to the battle, randomness and more unknowns. It shouldn't effect the power of high level vs low level in a major way, but should produce anomolies in combat instead of predictability. Ok, so I'm rambling here. Thanks for all the input folks! Wrathamon- now there's a twist! [/QUOTE]
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