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Who should roll the dice... in combat.
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<blockquote data-quote="overgeeked" data-source="post: 8413592" data-attributes="member: 86653"><p>Here’s an accurate math version from another thread.</p><p></p><p>Showing my work:</p><p>AC is 10+ whatever. Switching that to an active roll is simple enough. Instead of taking 10 (the 10+) you roll your d20 and add the same modifiers (armor, DEX mod, etc). So an attacker with a +5 to hit vs your AC17. They need a 12+/d20 to hit (45% hit; 55% miss). Switching that to a defense roll makes it +7 to dodge vs the attacker's DC15 attack. You need 8+/d20 to dodge (65% avoid; 35% hit). That math doesn't match up. To keep the math the same you should have a 55% chance to dodge, or 10+/d20. So just add +2 to attack DCs, i.e. make them 12+ whatever bonuses the attacker normally has.</p><p></p><p>Spell save DCs are 8+ whatever. Switching that to an active roll is a bit harder, but not much. So a caster with a save DC17 vs a defender with a +5 relevant save bonus. The defender needs to roll 12+/d20 to save (45% avoid; 55% hit). Switching that to an active roll by the caster would seem to be add the same bonus for casting (+9 for a save DC17). Which would give us +9 vs the defender's DC15 save. The caster would need 6+/d20 to effect the target (75% hit; 25% miss). That math doesn't match up. To keep the math the same you should have a 55% chance to effect the target, or 10+/d20. So just add +4 to the target's save DCs, i.e. make them 14+ whatever bonuses the defender normally has.</p><p></p><p>Conclusions:</p><p>Attacks. Active defense DCs should be 12+ the attacker's modifiers to keep the math the same.</p><p></p><p>Spell saves. Active non-AC save attack DCs should be 14+ the defender's modifiers to keep the math the same.</p></blockquote><p></p>
[QUOTE="overgeeked, post: 8413592, member: 86653"] Here’s an accurate math version from another thread. Showing my work: AC is 10+ whatever. Switching that to an active roll is simple enough. Instead of taking 10 (the 10+) you roll your d20 and add the same modifiers (armor, DEX mod, etc). So an attacker with a +5 to hit vs your AC17. They need a 12+/d20 to hit (45% hit; 55% miss). Switching that to a defense roll makes it +7 to dodge vs the attacker's DC15 attack. You need 8+/d20 to dodge (65% avoid; 35% hit). That math doesn't match up. To keep the math the same you should have a 55% chance to dodge, or 10+/d20. So just add +2 to attack DCs, i.e. make them 12+ whatever bonuses the attacker normally has. Spell save DCs are 8+ whatever. Switching that to an active roll is a bit harder, but not much. So a caster with a save DC17 vs a defender with a +5 relevant save bonus. The defender needs to roll 12+/d20 to save (45% avoid; 55% hit). Switching that to an active roll by the caster would seem to be add the same bonus for casting (+9 for a save DC17). Which would give us +9 vs the defender's DC15 save. The caster would need 6+/d20 to effect the target (75% hit; 25% miss). That math doesn't match up. To keep the math the same you should have a 55% chance to effect the target, or 10+/d20. So just add +4 to the target's save DCs, i.e. make them 14+ whatever bonuses the defender normally has. Conclusions: Attacks. Active defense DCs should be 12+ the attacker's modifiers to keep the math the same. Spell saves. Active non-AC save attack DCs should be 14+ the defender's modifiers to keep the math the same. [/QUOTE]
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