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two things about D&D that could be more interesting
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<blockquote data-quote="Guest 6801328" data-source="post: 6865780"><p>Binary Pass/Fail</p><p></p><p>If you want your attacks to have "degrees of success" with a dice pool, just roll your damage dice at the same time as your attack roll. Solved.</p><p></p><p>But part of the problem is also that you're seeing each individual roll as a discrete event. Think of the whole combat as a sustained action with lots of dice rolls and each "attack" is just a summary of what you do for those six seconds. It's not literally one roll = one sword swing. Then those rolls taken as a whole tell you whether you succeed or fail. Making each individual roll more complicated sounds too fussy, unless you incorporate the damage into the attack roll. </p><p></p><p>Outside of combat I sort of agree, although not everything needs lots of dice and degrees of success. I don't want to roll multiple times to, say, pick a lock. I'd rather fail forward (e.g. "Ok, you open the lock, but you break one of your picks and you will be at -2 until you can acquire new ones.")</p><p></p><p>The One Ring has a good social encounter system that runs more like a combat (even when it's not adversarial); multiple players make multiple attempts using different skills, and when your failures exceed your threshold you count up the successes.</p><p></p><p>Class = Job</p><p></p><p>Yeah, sort of. I'm wary of full a la carte systems where you get to pick and choose whatever features and abilities you want. It's sooooo hard to do that and both have lots of options and prevent broken builds. </p><p></p><p>And at the end of the day, even though you're starting with stats and class you can still design a huge range of character concepts.</p></blockquote><p></p>
[QUOTE="Guest 6801328, post: 6865780"] Binary Pass/Fail If you want your attacks to have "degrees of success" with a dice pool, just roll your damage dice at the same time as your attack roll. Solved. But part of the problem is also that you're seeing each individual roll as a discrete event. Think of the whole combat as a sustained action with lots of dice rolls and each "attack" is just a summary of what you do for those six seconds. It's not literally one roll = one sword swing. Then those rolls taken as a whole tell you whether you succeed or fail. Making each individual roll more complicated sounds too fussy, unless you incorporate the damage into the attack roll. Outside of combat I sort of agree, although not everything needs lots of dice and degrees of success. I don't want to roll multiple times to, say, pick a lock. I'd rather fail forward (e.g. "Ok, you open the lock, but you break one of your picks and you will be at -2 until you can acquire new ones.") The One Ring has a good social encounter system that runs more like a combat (even when it's not adversarial); multiple players make multiple attempts using different skills, and when your failures exceed your threshold you count up the successes. Class = Job Yeah, sort of. I'm wary of full a la carte systems where you get to pick and choose whatever features and abilities you want. It's sooooo hard to do that and both have lots of options and prevent broken builds. And at the end of the day, even though you're starting with stats and class you can still design a huge range of character concepts. [/QUOTE]
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