The Core Mechanic: New Design and Development

Cadfan said:
4) Player rolls no matter whether she's attacking or defending. Monsters never roll.

The fourth option would be tough to design. Monster attacks would need their own game mechanic separate from player attack, as would monster defenses. I don't think that making the system more complex in this way is a good idea.

Cinematic Unisystem uses this approach, and it's easy as pie. Monsters have a combat score that players have to beat whether they are attacking or defending. It is not complex at all.

For example, a vampire might have a Combat Score of 14 (which is modified by combat maneuver and so forth). That means that in order to hit said vampire, the player must roll 14 or over (using a d10+stat+skill). In order to defend against its attacks, the player must also meet or exceed that number with a similar roll.

When running Cinematic Unisystem, I never have to touch a dice unless I decide to use the (optional) rule that lets me roll for Big Bads and other special characters.
 
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Sammael said:
I don't think they will necessarily become ability checks.

Avoid a pit trap that just opened up under you? Acrobatics (formerly Jump) check.

Shrug off the effects of poison? Endurance check.

Avert your gaze away from the medusa? Perception check (to figure out where not to look).

And so on, and so forth.
That would tie in beautifully with level-scaling skills (aka SAGA-style skills). Hmm... I smell something! ;)

Cheers, LT.
 

Absolute truth here

Henry said:
In our Star Wars games, it has sped things up, but I also find the players are a little lackluster about it, compared to the inherent drama of saving throws.

Sadly, this does seem to be the way it became for most of my players too.

Untill...

Henry said:
I've been thinking about in certain cases making the players roll the d20, and telling them what that result means to them, just to put the die roll back in their hands for the drama of it.

On the other hand this changed things back once I started implementing it as a regular activity. Being able to roll the die to determine your own fate whether it's a save roll or an attack roll worked wonders and kept the players feeling active in their own victories or demises with out any problems. :)
 

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