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Who rolls the cube?

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Who rolls the cube?

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Topic: Who rolls the cube?  (Read 955 instances)

I’ve two ideas:

1. Players ought to roll as many cube as attainable.

2. There must be as few cube rolls as attainable to resolve a check.

Therefore, gamers rolling assaults and saving throws are superior. 4E model spell-attack rolls vs monsters (with no saving throw) are good too. I additionally suppose Runequest parries for PCs solely are good as nicely. Note, that I believe PCs and monsters subsequently must function underneath barely totally different guidelines.


Somewhat system particular, however ideally Players roll for PCs to have an effect on the world and for PCs to withstand the world, whereas GM rolls when the PCs could also be oblivious to failure and for world RNG.


So the query is who rolls the cube in a fight assault?
<snip>
So in your excellent recreation, who rolls the cube?

For me, I favor opposed rolls.  It’s barely extra work to execute, however I really feel that the added feeling of management and added engagement are definitely worth the effort.

I like opposed rolls, since I’m often GM, so which means I get to roll extra typically.

Why are opposed rolls “extra work to execute”? In our residence brew, all sides rolls one die (dimension of die is linked to degree, you’ll be able to go up or down a dimension for benefit) — highest die wins with ties going to PC. We picked it as a result of it runs so quick — no math or something.

ETA: to reply the query within the topic — everybody rolls!

« Last Edit: Today at 05:23:35 PM by Tod13 »


The OP type of begs a follow-up query: do you favor if there’s at all times some type of protection roll? Or assault roll vs a set protection worth for the opponent? I’ve seen each accomplished nicely. I type of like Runequest’s assault roll after which parry roll. But I additionally made Rolemaster work fairly nicely, and right here you’ve got assault roll plus assault bonus minus protection bonus (seek advice from desk with armor sort).

I like all rolls, assault or ability, to be opposed. One die on all sides. No math. Die dimension adjusted up or down based mostly on benefit/drawback.


 


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