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	<title>Comments on: D&amp;D Burgoo (3.5): Don&#8217;t Get So Defensive</title>
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		<title>By: Gammingreen</title>
		<link>http://www.gnomestew.com/gming-advice/dd-burgoo-dont-get-so-defensive/comment-page-1#comment-1865</link>
		<dc:creator>Gammingreen</dc:creator>
		<pubDate>Tue, 19 Aug 2008 06:04:52 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=52#comment-1865</guid>
		<description>Ok, I am not all that read up on other gaming systems, but I know D&amp;D pretty well. here is an idea I have been working on. first I will sum up why I have been working on this. feel free to skip to &#039;My Proposition&#039;

Static defensive battles turn in to one big My-AB(attack bonus)-is-Bigger-than-your-AC fest. I am constantly playing with power gammers who love to add as many bonuses as they can to their weapons and armor. this in turn leads me to make creatures with higher and higher AC and AB. they are personally insulted when they do not hit or if they get hit, even though I tell them there is no adventure if they have no fear of fighting battles that they might lose if they play wrong. (I really need to DM for a different crowd but they are my friends and they like my DMing despite their complaints about being hit). 

At low levels this is not too bad 14-16+ is still a hit and one or two hits will kill the enemy, but as we play campaigns that get them up in to the double digit lv&#039;s the number of attacks they make increase, their AB increases and their AC increases; which leads me to fights where no one hits unless they get a 19+. On top of that, everyones HP has gone up so much that even when you get that 2-in-20 hit, it still takes 10 of them to kill the enemy. which leads to 6 hour sessions where all you accomplish is finishing the fight you started last time. Not to mention it takes 10-15 minutes per player per round, so that the other 5 player sit there and wait for their next action (and some of them even spend time thinking about what that action will be....some of them...)

MY Proposition:
so, I would like to make combat more interactive and quicker. I like the over all game mechanics of D&amp;D more than any other system I have played so I don&#039;t want to play a new game. on top of that I don&#039;t like how other games chose one type of dice and make everything based on a d6 or a d10; D&amp;D does a fair job of incorporating all the dice sizes. Still I want to overhaul the combat system, and here is where I need input from all you experienced DM&#039;s.

I would like attacks to have a d6 base from the attackers perspective. if the defender has an advantage or disadvantage then he would roll an oppose roll of a dice size either bigger or smaller respectively than the d6. The attacker too would get an upgrade or downgrade of dice size if the advantage or disadvantage was his and not the defenders. the lowest dice size for the sake of this system would be a d2 and the biggest would be a d100. so a lv 1 fighter attacking a lv 20 (or a lv 10 for that matter) dragon would use a d2 to hit and the dragon would roll a d100 to defend. thus the only way that fighter would hit that dragon is if the dragon trips and falls on the fighters sword (aka the fighter rolls a 2 and the dragon rolls a critical miss of a 1). conversely, the only way the dragon would not hit the fighter is if the fighter rolls a 2 and the dragon gets distracted by a random princess running by (rolls a 1). (the ABs and AC bonuses are a factor as well but I am using an extreme case to 
make the point).  

now before I blather on incoherently any more, I am going to post what I have and see if any of you even think I am worth responding to. I have more Ideas on how to implement the existing feats and skills into this but I would like some feedback on the basics first.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;1865&#039;,&#039;Gammingreen&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>Ok, I am not all that read up on other gaming systems, but I know D&amp;D pretty well. here is an idea I have been working on. first I will sum up why I have been working on this. feel free to skip to &#8216;My Proposition&#8217;</p>
<p>Static defensive battles turn in to one big My-AB(attack bonus)-is-Bigger-than-your-AC fest. I am constantly playing with power gammers who love to add as many bonuses as they can to their weapons and armor. this in turn leads me to make creatures with higher and higher AC and AB. they are personally insulted when they do not hit or if they get hit, even though I tell them there is no adventure if they have no fear of fighting battles that they might lose if they play wrong. (I really need to DM for a different crowd but they are my friends and they like my DMing despite their complaints about being hit). </p>
<p>At low levels this is not too bad 14-16+ is still a hit and one or two hits will kill the enemy, but as we play campaigns that get them up in to the double digit lv&#8217;s the number of attacks they make increase, their AB increases and their AC increases; which leads me to fights where no one hits unless they get a 19+. On top of that, everyones HP has gone up so much that even when you get that 2-in-20 hit, it still takes 10 of them to kill the enemy. which leads to 6 hour sessions where all you accomplish is finishing the fight you started last time. Not to mention it takes 10-15 minutes per player per round, so that the other 5 player sit there and wait for their next action (and some of them even spend time thinking about what that action will be&#8230;.some of them&#8230;)</p>
<p>MY Proposition:<br />
so, I would like to make combat more interactive and quicker. I like the over all game mechanics of D&amp;D more than any other system I have played so I don&#8217;t want to play a new game. on top of that I don&#8217;t like how other games chose one type of dice and make everything based on a d6 or a d10; D&amp;D does a fair job of incorporating all the dice sizes. Still I want to overhaul the combat system, and here is where I need input from all you experienced DM&#8217;s.</p>
<p>I would like attacks to have a d6 base from the attackers perspective. if the defender has an advantage or disadvantage then he would roll an oppose roll of a dice size either bigger or smaller respectively than the d6. The attacker too would get an upgrade or downgrade of dice size if the advantage or disadvantage was his and not the defenders. the lowest dice size for the sake of this system would be a d2 and the biggest would be a d100. so a lv 1 fighter attacking a lv 20 (or a lv 10 for that matter) dragon would use a d2 to hit and the dragon would roll a d100 to defend. thus the only way that fighter would hit that dragon is if the dragon trips and falls on the fighters sword (aka the fighter rolls a 2 and the dragon rolls a critical miss of a 1). conversely, the only way the dragon would not hit the fighter is if the fighter rolls a 2 and the dragon gets distracted by a random princess running by (rolls a 1). (the ABs and AC bonuses are a factor as well but I am using an extreme case to<br />
make the point).  </p>
<p>now before I blather on incoherently any more, I am going to post what I have and see if any of you even think I am worth responding to. I have more Ideas on how to implement the existing feats and skills into this but I would like some feedback on the basics first.
<div class="comment-remix-meta"><a href="#" class="replyto" onclick="replyto('1865','Gammingreen'); return false;">Reply</a> </div>
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		<title>By: link 835 &#124; Molrak.com</title>
		<link>http://www.gnomestew.com/gming-advice/dd-burgoo-dont-get-so-defensive/comment-page-1#comment-1237</link>
		<dc:creator>link 835 &#124; Molrak.com</dc:creator>
		<pubDate>Wed, 09 Jul 2008 12:24:14 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=52#comment-1237</guid>
		<description>[...] D&amp;D Burgoo (3.5): Don’t Get So Defensive - Gnome Stew, the Game Mastering Blog [...]&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;1237&#039;,&#039;link 835 &#124; Molrak.com&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>[...] D&amp;D Burgoo (3.5): Don’t Get So Defensive &#8211; Gnome Stew, the Game Mastering Blog [...]
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		<title>By: Swordgleam</title>
		<link>http://www.gnomestew.com/gming-advice/dd-burgoo-dont-get-so-defensive/comment-page-1#comment-1097</link>
		<dc:creator>Swordgleam</dc:creator>
		<pubDate>Fri, 27 Jun 2008 19:37:10 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=52#comment-1097</guid>
		<description>Troy: That sounds like a fun way to make defense rolls add more tactics, in addition to just more rolling. Of course, you&#039;d have to roll at the start of every turn, since if defense rolls were only made after attacks were declared, it would be too late to take advantage. 

And you&#039;d need some kind of &#039;judge opponent&#039; skill or perhaps feat for PCs to notice that an enemy was all of a sudden screwing up his defense.. It doesn&#039;t seem right to make it free information, and it would take too long in major battles to describe everyone&#039;s defensive condition each round.

With a mechanic like that added, I&#039;m starting to like the idea of defense rolls. &quot;Do I attack the orc that&#039;s low on HP, but seems to be defending himself really well this turn? Or do I go for the less injured guy that&#039;s totally leaving himself wide open?&quot;&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;1097&#039;,&#039;Swordgleam&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>Troy: That sounds like a fun way to make defense rolls add more tactics, in addition to just more rolling. Of course, you&#8217;d have to roll at the start of every turn, since if defense rolls were only made after attacks were declared, it would be too late to take advantage. </p>
<p>And you&#8217;d need some kind of &#8216;judge opponent&#8217; skill or perhaps feat for PCs to notice that an enemy was all of a sudden screwing up his defense.. It doesn&#8217;t seem right to make it free information, and it would take too long in major battles to describe everyone&#8217;s defensive condition each round.</p>
<p>With a mechanic like that added, I&#8217;m starting to like the idea of defense rolls. &#8220;Do I attack the orc that&#8217;s low on HP, but seems to be defending himself really well this turn? Or do I go for the less injured guy that&#8217;s totally leaving himself wide open?&#8221;
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		<title>By: robustyoungsoul</title>
		<link>http://www.gnomestew.com/gming-advice/dd-burgoo-dont-get-so-defensive/comment-page-1#comment-1048</link>
		<dc:creator>robustyoungsoul</dc:creator>
		<pubDate>Wed, 25 Jun 2008 13:36:34 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=52#comment-1048</guid>
		<description>If you&#039;re interested in a combat system that kind of adds defensive choices to the mix, I encourage you to take out Eldritch RPG, pretty clever combat mechanics in that system.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;1048&#039;,&#039;robustyoungsoul&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>If you&#8217;re interested in a combat system that kind of adds defensive choices to the mix, I encourage you to take out Eldritch RPG, pretty clever combat mechanics in that system.
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		<title>By: Troy E. Taylor</title>
		<link>http://www.gnomestew.com/gming-advice/dd-burgoo-dont-get-so-defensive/comment-page-1#comment-1039</link>
		<dc:creator>Troy E. Taylor</dc:creator>
		<pubDate>Wed, 25 Jun 2008 07:21:20 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=52#comment-1039</guid>
		<description>Not to make things more complicated -- but what the hey!

Should a defender who rolls under 10 be considered &quot;flat-footed&quot; -- the equivalent of losing their Dex bonus to their AC -- and thus be vulnerable to a rogue&#039;s Sneak Attack (among other things). 

It was just a thought I had on the drive into work today.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;1039&#039;,&#039;Troy E. Taylor&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>Not to make things more complicated &#8212; but what the hey!</p>
<p>Should a defender who rolls under 10 be considered &#8220;flat-footed&#8221; &#8212; the equivalent of losing their Dex bonus to their AC &#8212; and thus be vulnerable to a rogue&#8217;s Sneak Attack (among other things). </p>
<p>It was just a thought I had on the drive into work today.
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		<title>By: Swordgleam</title>
		<link>http://www.gnomestew.com/gming-advice/dd-burgoo-dont-get-so-defensive/comment-page-1#comment-1037</link>
		<dc:creator>Swordgleam</dc:creator>
		<pubDate>Wed, 25 Jun 2008 05:59:35 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=52#comment-1037</guid>
		<description>I mainly play tri-stat, which has defence rolls. I&#039;ve found that it gets tiresome, for all the reasons people have pointed out.

For one, it takes a lot of the joy out of a good attack roll. A player can roll a 3 to hit (low is good), and still miss. The next player can just barely make their attack check, but still hit the same opponent. 

Similarly, it can hurt the party. The group lost what should have been a fairly straightforward tourney battle after three players botched their defense checks. It was frustrating for all concerned, especially since it&#039;s rather hard to fudge and say &quot;He didn&#039;t hit&quot; when the player says &quot;I rolled a 19 on my dodge&quot; for the second time in a row. 

On the flip side, it can lead to great moments - one party&#039;s assassin who repeatedly rolled 2s and 3s for her dodges comes to mind. Then there was the security guard, blinded in the first round of combat, who continued to roll 2s and 3s on his defense checks for the remainder of the combat, despite being unable to hit anyone. 

When I play D&amp;D, I enjoy the chance to just relax and know that a 19 means I hit. While it can be disheartening to hear &quot;He hits you&quot; without rolling any dice myself, Iron Heroes at least lets you roll armor, which puts some of your defense in your hands/dice.


I guess what it really comes down to for me, is that some systems, like tri-stat, have curved probability and opposed rolls. Some, like D&amp;D, have linear probability and a lot of static rolls. Since I get the opportunity to play both, I&#039;d rather enjoy each for what they offer.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;1037&#039;,&#039;Swordgleam&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>I mainly play tri-stat, which has defence rolls. I&#8217;ve found that it gets tiresome, for all the reasons people have pointed out.</p>
<p>For one, it takes a lot of the joy out of a good attack roll. A player can roll a 3 to hit (low is good), and still miss. The next player can just barely make their attack check, but still hit the same opponent. </p>
<p>Similarly, it can hurt the party. The group lost what should have been a fairly straightforward tourney battle after three players botched their defense checks. It was frustrating for all concerned, especially since it&#8217;s rather hard to fudge and say &#8220;He didn&#8217;t hit&#8221; when the player says &#8220;I rolled a 19 on my dodge&#8221; for the second time in a row. </p>
<p>On the flip side, it can lead to great moments &#8211; one party&#8217;s assassin who repeatedly rolled 2s and 3s for her dodges comes to mind. Then there was the security guard, blinded in the first round of combat, who continued to roll 2s and 3s on his defense checks for the remainder of the combat, despite being unable to hit anyone. </p>
<p>When I play D&amp;D, I enjoy the chance to just relax and know that a 19 means I hit. While it can be disheartening to hear &#8220;He hits you&#8221; without rolling any dice myself, Iron Heroes at least lets you roll armor, which puts some of your defense in your hands/dice.</p>
<p>I guess what it really comes down to for me, is that some systems, like tri-stat, have curved probability and opposed rolls. Some, like D&amp;D, have linear probability and a lot of static rolls. Since I get the opportunity to play both, I&#8217;d rather enjoy each for what they offer.
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		<title>By: zilla</title>
		<link>http://www.gnomestew.com/gming-advice/dd-burgoo-dont-get-so-defensive/comment-page-1#comment-1035</link>
		<dc:creator>zilla</dc:creator>
		<pubDate>Wed, 25 Jun 2008 01:26:15 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=52#comment-1035</guid>
		<description>my group has taken the defensive roll one step further.  To star with we use 2 die that degrade as you loss hp.
for the defense roll you drop the +10 but still add other modifiers normaly.

1 divide hp by 5 to find break points
2  use use modified dice for all &quot;d20&quot; rolls (attack, defense, saves, skills, etc).
3 the target number remains the same it just gets harder to achieve 
4 this works on a bell curve so crit values have been adjusted


HP 100-81% d10 d10 crit 19-20 fail 2-4
HP 80-61% d10 d8 crit 16-18 fail 2-4
HP 60-41% d8 d8 crit 15-16 fail 2-3
HP 40-21% d8 d6 crit 13-14 fail 2-3
HP 20-0% d6 d6 crit 11-12 fail 2-3

this system is a little more work for the dm but we just round the monster hp down to the closest 5  and let excel do the math for us.  
It also means the big bad fighter isnt going to be as efective when he is low on hp as he was at the start of combat,&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;1035&#039;,&#039;zilla&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>my group has taken the defensive roll one step further.  To star with we use 2 die that degrade as you loss hp.<br />
for the defense roll you drop the +10 but still add other modifiers normaly.</p>
<p>1 divide hp by 5 to find break points<br />
2  use use modified dice for all &#8220;d20&#8243; rolls (attack, defense, saves, skills, etc).<br />
3 the target number remains the same it just gets harder to achieve<br />
4 this works on a bell curve so crit values have been adjusted</p>
<p>HP 100-81% d10 d10 crit 19-20 fail 2-4<br />
HP 80-61% d10 d8 crit 16-18 fail 2-4<br />
HP 60-41% d8 d8 crit 15-16 fail 2-3<br />
HP 40-21% d8 d6 crit 13-14 fail 2-3<br />
HP 20-0% d6 d6 crit 11-12 fail 2-3</p>
<p>this system is a little more work for the dm but we just round the monster hp down to the closest 5  and let excel do the math for us.<br />
It also means the big bad fighter isnt going to be as efective when he is low on hp as he was at the start of combat,
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		<title>By: Kurt "Telas" Schneider</title>
		<link>http://www.gnomestew.com/gming-advice/dd-burgoo-dont-get-so-defensive/comment-page-1#comment-1029</link>
		<dc:creator>Kurt "Telas" Schneider</dc:creator>
		<pubDate>Tue, 24 Jun 2008 23:57:44 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=52#comment-1029</guid>
		<description>Troy&#039;s model isn&#039;t the UA variant; his has both sides rolling opposed; this is a HUGE variability in the attacks (+/-19 points, instead of +/-10 points).  This really ramps up the &#039;big dice/little modifier&#039; effect that (for instance) D&amp;D has at lower levels.  D20 vs. d20 is a no-go for me... too variable.

But the 3d6 thing... hmm.  Basically, &lt;i&gt;bell curves make the modifiers more important&lt;/i&gt;.  I was close to making Skill checks be 3d6 rolls for D&amp;D 3.5 (since skills don&#039;t &#039;crit&#039;, and I don&#039;t feel skills should have a linear probability).  

I like the 3d6 mechanic, if it could be properly implemented (say, AC = 3d6 plus modifiers).  Attackers could use d20s, or 3d6 as well, if you really wanted to get &#039;average&#039;.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;1029&#039;,&#039;Kurt \&quot;Telas\&quot; Schneider&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>Troy&#8217;s model isn&#8217;t the UA variant; his has both sides rolling opposed; this is a HUGE variability in the attacks (+/-19 points, instead of +/-10 points).  This really ramps up the &#8216;big dice/little modifier&#8217; effect that (for instance) D&amp;D has at lower levels.  D20 vs. d20 is a no-go for me&#8230; too variable.</p>
<p>But the 3d6 thing&#8230; hmm.  Basically, <i>bell curves make the modifiers more important</i>.  I was close to making Skill checks be 3d6 rolls for D&amp;D 3.5 (since skills don&#8217;t &#8216;crit&#8217;, and I don&#8217;t feel skills should have a linear probability).  </p>
<p>I like the 3d6 mechanic, if it could be properly implemented (say, AC = 3d6 plus modifiers).  Attackers could use d20s, or 3d6 as well, if you really wanted to get &#8216;average&#8217;.
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		<title>By: Troy E. Taylor</title>
		<link>http://www.gnomestew.com/gming-advice/dd-burgoo-dont-get-so-defensive/comment-page-1#comment-1019</link>
		<dc:creator>Troy E. Taylor</dc:creator>
		<pubDate>Tue, 24 Jun 2008 14:19:25 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=52#comment-1019</guid>
		<description>CubeBlue, I think you&#039;ve expressed what&#039;s at the heart of my post better than I did. Your feelings about being an active participant in the defense of your character is exactly what I&#039;m going for. &quot;Wooden plank.&quot; What a great term. I think I may add that to my DMing vocabulary.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;1019&#039;,&#039;Troy E. Taylor&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>CubeBlue, I think you&#8217;ve expressed what&#8217;s at the heart of my post better than I did. Your feelings about being an active participant in the defense of your character is exactly what I&#8217;m going for. &#8220;Wooden plank.&#8221; What a great term. I think I may add that to my DMing vocabulary.
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		<title>By: cubeblue</title>
		<link>http://www.gnomestew.com/gming-advice/dd-burgoo-dont-get-so-defensive/comment-page-1#comment-1013</link>
		<dc:creator>cubeblue</dc:creator>
		<pubDate>Tue, 24 Jun 2008 11:46:29 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=52#comment-1013</guid>
		<description>I&#039;m a fan of 3d6 vs. 3d6 rolls.  Though in a system that doesn&#039;t natively support it, like D&amp;D, I can understand the reluctance.  I like that it engages the players even when it&#039;s not their turn.  

When my character got hit by a baddie in D&amp;D, I always felt sort of like my character was a wooden plank.  The game system builds a certain expectation that every time you _do_ something (that has a reasonable chance of failing), you roll.  When I don&#039;t roll, I feel like I&#039;m not doing anything.  

At least if I rolled for defense before getting hit, I&#039;d feel like I was participating, making an attempt to shield myself or parry.  And too, I get a sense, perhaps, of how well I defended myself (or how poorly).  That can go a long way to painting a dramatic picture of the action in one&#039;s mind.

Plus, in a 3d6 vs 3d6 system, the combatant with the better skill tends to win more often, though there&#039;s still some room for heroics and luck.  Sure, it takes time for the players to get used to combat mechanics, but adding a dice roll here and there, or making a 3d6 rather than a 1d20 roll, shouldn&#039;t have a significant affect on time or complexity once everyone&#039;s used to it.

There are game types where less rolls is better, I won&#039;t dispute that (games that abstract the details out at a higher level).  Certainly if you have 8 people playing in a game at one time (that&#039;s 4 too many for my preference) then you need to find ways to steal time.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;1013&#039;,&#039;cubeblue&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>I&#8217;m a fan of 3d6 vs. 3d6 rolls.  Though in a system that doesn&#8217;t natively support it, like D&amp;D, I can understand the reluctance.  I like that it engages the players even when it&#8217;s not their turn.  </p>
<p>When my character got hit by a baddie in D&amp;D, I always felt sort of like my character was a wooden plank.  The game system builds a certain expectation that every time you _do_ something (that has a reasonable chance of failing), you roll.  When I don&#8217;t roll, I feel like I&#8217;m not doing anything.  </p>
<p>At least if I rolled for defense before getting hit, I&#8217;d feel like I was participating, making an attempt to shield myself or parry.  And too, I get a sense, perhaps, of how well I defended myself (or how poorly).  That can go a long way to painting a dramatic picture of the action in one&#8217;s mind.</p>
<p>Plus, in a 3d6 vs 3d6 system, the combatant with the better skill tends to win more often, though there&#8217;s still some room for heroics and luck.  Sure, it takes time for the players to get used to combat mechanics, but adding a dice roll here and there, or making a 3d6 rather than a 1d20 roll, shouldn&#8217;t have a significant affect on time or complexity once everyone&#8217;s used to it.</p>
<p>There are game types where less rolls is better, I won&#8217;t dispute that (games that abstract the details out at a higher level).  Certainly if you have 8 people playing in a game at one time (that&#8217;s 4 too many for my preference) then you need to find ways to steal time.
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		<title>By: Joey&#8217;s Musings &#187; Have a link</title>
		<link>http://www.gnomestew.com/gming-advice/dd-burgoo-dont-get-so-defensive/comment-page-1#comment-1010</link>
		<dc:creator>Joey&#8217;s Musings &#187; Have a link</dc:creator>
		<pubDate>Tue, 24 Jun 2008 04:58:03 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=52#comment-1010</guid>
		<description>[...] which means there are always plenty of articles. Just today they posted an article about using Defensive Rolls for a 3.5 D&amp;D game as well as announced their new forums for GMs called You Meet in a [...]&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;1010&#039;,&#039;Joey&#8217;s Musings &raquo; Have a link&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>[...] which means there are always plenty of articles. Just today they posted an article about using Defensive Rolls for a 3.5 D&amp;D game as well as announced their new forums for GMs called You Meet in a [...]
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		<title>By: supergnome</title>
		<link>http://www.gnomestew.com/gming-advice/dd-burgoo-dont-get-so-defensive/comment-page-1#comment-1006</link>
		<dc:creator>supergnome</dc:creator>
		<pubDate>Mon, 23 Jun 2008 21:37:32 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=52#comment-1006</guid>
		<description>I like the idea of a more liquid combat, even prefering per-round init, but every little bit adds even more time to combat.  It&#039;s something I would consider with a smaller group though.  I think it would be a lot more lively, and even help from a narrative standpoint.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;1006&#039;,&#039;supergnome&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>I like the idea of a more liquid combat, even prefering per-round init, but every little bit adds even more time to combat.  It&#8217;s something I would consider with a smaller group though.  I think it would be a lot more lively, and even help from a narrative standpoint.
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		<title>By: Jonathan Drain</title>
		<link>http://www.gnomestew.com/gming-advice/dd-burgoo-dont-get-so-defensive/comment-page-1#comment-1000</link>
		<dc:creator>Jonathan Drain</dc:creator>
		<pubDate>Mon, 23 Jun 2008 16:53:42 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=52#comment-1000</guid>
		<description>I expect that defence roll would make it &lt;em&gt;too&lt;/em&gt; random while slowing play, and 3d6 would slow play further.

Consider this: You excitedly roll a high 18, only to be nerfed because the enemy got a lucky high roll too. The effect is essentially bestowing a random attack bonus or penalty between +9 and -10.

3d6 helps with the randomness, but not with the time-consuming aspect. More rolling actually means more work to achieve the same goal. Compared to the traditional method, you have to add four numbers (three dice plus bonus) rather than look up a number, and that&#039;s going to slow combat.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;1000&#039;,&#039;Jonathan Drain&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>I expect that defence roll would make it <em>too</em> random while slowing play, and 3d6 would slow play further.</p>
<p>Consider this: You excitedly roll a high 18, only to be nerfed because the enemy got a lucky high roll too. The effect is essentially bestowing a random attack bonus or penalty between +9 and -10.</p>
<p>3d6 helps with the randomness, but not with the time-consuming aspect. More rolling actually means more work to achieve the same goal. Compared to the traditional method, you have to add four numbers (three dice plus bonus) rather than look up a number, and that&#8217;s going to slow combat.
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		<title>By: DarthKrzysztof</title>
		<link>http://www.gnomestew.com/gming-advice/dd-burgoo-dont-get-so-defensive/comment-page-1#comment-999</link>
		<dc:creator>DarthKrzysztof</dc:creator>
		<pubDate>Mon, 23 Jun 2008 16:07:02 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=52#comment-999</guid>
		<description>I&#039;ve always liked the idea of a defense roll, but in my homebrew game, it was coupled with the notion that hit points never got any higher as you went up in levels. You got harder and harder to hit, but a blow that actually got through was always dangerous.

There&#039;s no way I could implement this in my current game, though. Chat-based combats take long enough as it is...&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;999&#039;,&#039;DarthKrzysztof&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>I&#8217;ve always liked the idea of a defense roll, but in my homebrew game, it was coupled with the notion that hit points never got any higher as you went up in levels. You got harder and harder to hit, but a blow that actually got through was always dangerous.</p>
<p>There&#8217;s no way I could implement this in my current game, though. Chat-based combats take long enough as it is&#8230;
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		<title>By: ironfort</title>
		<link>http://www.gnomestew.com/gming-advice/dd-burgoo-dont-get-so-defensive/comment-page-1#comment-998</link>
		<dc:creator>ironfort</dc:creator>
		<pubDate>Mon, 23 Jun 2008 15:56:54 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=52#comment-998</guid>
		<description>When i used to run DnD I used the following two rules:

MidThreeD20 is better than 3d6 (this idea came from RPG Create IIRC)
http://www.ironfort.net/cgi-bin/wiki.pl?MidThreeD20

PlayerOnlyRolls because if you use MidThreeD20 opposed is not needed.
http://www.ironfort.net/cgi-bin/wiki.pl?PlayerOnlyRolls

Regards
DaveF&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;998&#039;,&#039;ironfort&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>When i used to run DnD I used the following two rules:</p>
<p>MidThreeD20 is better than 3d6 (this idea came from RPG Create IIRC)<br />
<a href="http://www.ironfort.net/cgi-bin/wiki.pl?MidThreeD20" rel="nofollow">http://www.ironfort.net/cgi-bin/wiki.pl?MidThreeD20</a></p>
<p>PlayerOnlyRolls because if you use MidThreeD20 opposed is not needed.<br />
<a href="http://www.ironfort.net/cgi-bin/wiki.pl?PlayerOnlyRolls" rel="nofollow">http://www.ironfort.net/cgi-bin/wiki.pl?PlayerOnlyRolls</a></p>
<p>Regards<br />
DaveF
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