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FickleGM wrote:Rolling for damage just places the die on the other side, while keeping the odds the same. Unfortunately, I do not like the idea of removing a player's ability to use conviction to reduce the damage he takes.

Matrix Sorcica wrote:Oh, but he still does. Since the player still saves vs. dam, there is nothing changed from True20 in that regard.

FickleGM wrote:Oh, I missed that. So, it's early and I'm still waking up...oops. Okay, Idea Two is that PCs only roll damage against NPC opponents, but still roll all Toughness saves for themselves (is that what you had in mind, DnDChick?).





FickleGM wrote:(the tinkerer in me is really at odds with the part of me that thinks things are fine as written).



DnDChick wrote:I *might* go with idea one, and stick to +1 damage per 5 over Defense. You are rewarded for a good hit, but not much.



DnDChick wrote:But with finesse attacks you probably end up getting a higher damage result on the opponent anyway because they don't get the benefit of armor if you hit.
Sure, its a lot harder to get bonus damage when using a finesse attack, but when your opponent is essentially unarmored because of a successful finesse attack, you don't *need* bonus damage.

Matrix Sorcica wrote:So against unarmored opponents, I will always just hack, against armored opponents, I will always finesse attack. (a little black and white, but just to illustrate).


DnDChick wrote:Matrix Sorcica wrote:So against unarmored opponents, I will always just hack, against armored opponents, I will always finesse attack. (a little black and white, but just to illustrate).
Chop down unarmored foes, and look for weak spots in those wearing armor.
Sounds like solid tactics to me. Why wouldn't one fight like this?


Warzen wrote:The problem with solution 2 with players rolling all the dice is that as a GM you have less control on the game.
W.


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