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Skill checks and Aid Another
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<blockquote data-quote="Storm Raven" data-source="post: 2679287" data-attributes="member: 307"><p>Most of them do. Most of them use some variant on "touch attack + opposed d20 roll". I'm not seeing these actions as being resolved in ways radically different from one another. Let's look at the mechanics for these actions:</p><p></p><p><strong>Disarm:</strong> opposed d20 roll.</p><p><strong>Trip:</strong> touch attack followed by an opposed d20 roll.</p><p><strong>Grapple:</strong> touch attack, followed by an opposed d20 roll.</p><p><strong>Overrun:</strong> move, followed by an opposed d20 roll.</p><p></p><p></p><p></p><p>Legacy, mostly. It is the odd man out, but it is just about the only one.</p><p></p><p></p><p></p><p>You are saying that the rules are wrong and should be changed. Thus far, all we have is your say-so.</p><p></p><p></p><p></p><p><strong>Aid Another:</strong> a d20 roll against DC 10.</p><p><strong>Bull Rush:</strong> move, followed by an opposed d20 roll.</p><p><strong>Feint:</strong> an opposed d20 roll.</p><p><strong>Sunder:</strong> an opposed d20 roll.</p><p><strong>Charge:</strong> a modifer to your attack roll and AC.</p><p><strong>Two-Weapon Fighting:</strong> an additional attack plus a modifier to your attack roll.</p><p><strong>Throw Splash Weapon:</strong> a touch attack.</p><p></p><p>Most of these have rules remarkably similar to one another. Most (other than charge and two weapon fighting which are basically just modifiers) involve either a d20 roll against a static DC, or an opposed d20 roll.</p><p></p><p></p><p></p><p>Or not. The current rule set has more players than any other RPG. Arguing that some people are confused by the remarkably similar actions of trip, grapple, sunder, and disarm seems to me to be crying about not much of anything.</p></blockquote><p></p>
[QUOTE="Storm Raven, post: 2679287, member: 307"] Most of them do. Most of them use some variant on "touch attack + opposed d20 roll". I'm not seeing these actions as being resolved in ways radically different from one another. Let's look at the mechanics for these actions: [b]Disarm:[/b] opposed d20 roll. [b]Trip:[/b] touch attack followed by an opposed d20 roll. [b]Grapple:[/b] touch attack, followed by an opposed d20 roll. [b]Overrun:[/b] move, followed by an opposed d20 roll. [i][/i] Legacy, mostly. It is the odd man out, but it is just about the only one. [i][/i] You are saying that the rules are wrong and should be changed. Thus far, all we have is your say-so. [i][/i] [b]Aid Another:[/b] a d20 roll against DC 10. [b]Bull Rush:[/b] move, followed by an opposed d20 roll. [b]Feint:[/b] an opposed d20 roll. [b]Sunder:[/b] an opposed d20 roll. [b]Charge:[/b] a modifer to your attack roll and AC. [b]Two-Weapon Fighting:[/b] an additional attack plus a modifier to your attack roll. [b]Throw Splash Weapon:[/b] a touch attack. Most of these have rules remarkably similar to one another. Most (other than charge and two weapon fighting which are basically just modifiers) involve either a d20 roll against a static DC, or an opposed d20 roll. [i][/i] Or not. The current rule set has more players than any other RPG. Arguing that some people are confused by the remarkably similar actions of trip, grapple, sunder, and disarm seems to me to be crying about not much of anything. [/QUOTE]
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