- Positioning rolls.
- WoF roll.
- Targeting roll (miss chance).
- Attack roll.
- Dodge roll.
- Damage roll.
- Critical roll (hit location)
- Soak roll.
- Recovery roll.
-Username17
Moderator: Moderators
Josh Kablack wrote:Your freedom to make rulings up on the fly is in direct conflict with my freedom to interact with an internally consistent narrative. Your freedom to run/play a game without needing to understand a complex rule system is in direct conflict with my freedom to play a character whose abilities and flaws function as I intended within that ruleset. Your freedom to add and change rules in the middle of the game is in direct conflict with my ability to understand that rules system before I decided whether or not to join your game.
In short, your entire post is dismissive of not merely my intelligence, but my agency. And I don't mean agency as a player within one of your games, I mean my agency as a person. You do not want me to be informed when I make the fundamental decisions of deciding whether to join your game or buying your rules system.
Yeah, it's nice to have rolls that don't respond with "await" states after them. So you can continue the game without waiting to see what happened. Because everytime you have to await the result, it slows down the game.Lago PARANOIA wrote:I think you can save time by making rolls that don't put the game on hold after they get made.
Critical Location: Becomes a part of Attack.[*] Positioning rolls.
[*] Targeting roll (miss chance).
[*] Critical roll (hit location)
[*] Soak roll.
A-fucking-men.ggroy wrote:A more insidious problem is keeping track of and adding up all the modifiers, bonuses, penalties, etc ... to a particular die roll. 3E/3.5E and 4E can be notorious for this, especially when figuring out which bonuses can "stack" and which ones don't "stack". The division of labor of keeping track of the math is split between the DM and players in 3E/3.5E and 4E.
I'd cap the stacking to a specified, yet increasing, amount for each level benchmark.rapa-nui wrote:In a streamlined game, everything would stack, a la MTG. (Well, Lifelink doesn't stack anymore, but whatever)ggroy wrote:A more insidious problem is keeping track of and adding up all the modifiers, bonuses, penalties, etc ... to a particular die roll. 3E/3.5E and 4E can be notorious for this, especially when figuring out which bonuses can "stack" and which ones don't "stack". The division of labor of keeping track of the math is split between the DM and players in 3E/3.5E and 4E.
shadzar wrote:those training harder get more, and training less, don't get the more.
Stuff I've MadeLokathor wrote:Anything worth sniffing can't be sniffed
Josh Kablack wrote:Your freedom to make rulings up on the fly is in direct conflict with my freedom to interact with an internally consistent narrative. Your freedom to run/play a game without needing to understand a complex rule system is in direct conflict with my freedom to play a character whose abilities and flaws function as I intended within that ruleset. Your freedom to add and change rules in the middle of the game is in direct conflict with my ability to understand that rules system before I decided whether or not to join your game.
In short, your entire post is dismissive of not merely my intelligence, but my agency. And I don't mean agency as a player within one of your games, I mean my agency as a person. You do not want me to be informed when I make the fundamental decisions of deciding whether to join your game or buying your rules system.
Because the Gilgamesh (who is 2/3s god and 1/3 man) and Enkidu dodge an army's thousand arow volly with their massive chest muscles. And that is awesome. Yes, THE GILGAMESH. Like THE BATMAN, only with more CHEST.Lago PARANOIA wrote:Why do we need a soak roll and a damage roll if we already have an attack and dodge roll?
shadzar wrote:those training harder get more, and training less, don't get the more.
Stuff I've MadeLokathor wrote:Anything worth sniffing can't be sniffed