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Rolling a d20 for Defense
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<blockquote data-quote="GlassJaw" data-source="post: 3447403" data-attributes="member: 22103"><p>This is actually why I <em>like </em>opposed defense rolls. It gives the more skilled combatant a better chance of succeeding.</p><p></p><p>As I've said previously , I certainly wouldn't introduce this in a "standard" D&D game. I think a lot of people make the mistake of looking at certain variant rules in a vacuum. You just can't. The first thing I like to know when discussing rules like this is what else are you planning to include in your system. All rules compliment one another. When you change something, you are most likely going to the gameplay in another area.</p><p></p><p>For example, I would never use opposed defense rolls without action points. AP's reduce the randomness factor and sway the odds back towards the players. I also prefer opposed defense rolls and AP's in low-magic settings where the modifiers aren't going to vary as widely as they will in standard D&D. If the damage rules are fairly brutal and avoiding damage is paramount, opposed defense rolls will eventually be in favor of the PC's as their modifiers get better. However, you also have to consider their opponents and what they will be facing. Will most of their opponents be as powerful as they are or will they be facing mostly mooks? That also makes a big difference in the ruleset you use.</p><p></p><p>Think fluff first when deciding on variant rules - determine what you are trying to emulate first, then choose rules that support it. Don't just pick rules at random because they seem cool.</p></blockquote><p></p>
[QUOTE="GlassJaw, post: 3447403, member: 22103"] This is actually why I [I]like [/I]opposed defense rolls. It gives the more skilled combatant a better chance of succeeding. As I've said previously , I certainly wouldn't introduce this in a "standard" D&D game. I think a lot of people make the mistake of looking at certain variant rules in a vacuum. You just can't. The first thing I like to know when discussing rules like this is what else are you planning to include in your system. All rules compliment one another. When you change something, you are most likely going to the gameplay in another area. For example, I would never use opposed defense rolls without action points. AP's reduce the randomness factor and sway the odds back towards the players. I also prefer opposed defense rolls and AP's in low-magic settings where the modifiers aren't going to vary as widely as they will in standard D&D. If the damage rules are fairly brutal and avoiding damage is paramount, opposed defense rolls will eventually be in favor of the PC's as their modifiers get better. However, you also have to consider their opponents and what they will be facing. Will most of their opponents be as powerful as they are or will they be facing mostly mooks? That also makes a big difference in the ruleset you use. Think fluff first when deciding on variant rules - determine what you are trying to emulate first, then choose rules that support it. Don't just pick rules at random because they seem cool. [/QUOTE]
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