From the example above, it shows that attacks and armor are based on die rolls (ranks). But defenses seem to be pools that get depleated (refreshed each encounter).dancross wrote:The core mechanic is based on die-ranks. For any single ability, die type corresponds to “rank,.” The more sides on the die, the higher the rank. Ability ranks normally progress from D4 through D12. This is the “die-rank.”
Examples...The Swordsman swings, rolling D4+D8+D4 (+3 threat points due to sword type), and gets the result of 13 (plus 3), for a total of 16 threat points. The fighter uses his "Weaponry" Defense Pool to defend, but only had 10 points in that score. 6 threat points penetrate to his leather armor. The player rolls 1D6 for his leather armor, gets a 6, and breathes a sigh of relief. His "toughness" defense is untouched.
Was there a reason you did this in your game design (instead of, say...using die ranks (roll) for defenses as well)?
The obvious advantage I can see of keeping a 'pool' system for defenses is that eventually you will wear-down an opponent, but using a die-roll defense system a combat could go on for a long time...
The obvious disadvantage I can see in a 'pool' defense is that most attackers will miss the first attack (because the defender's pool is still fresh). While not a big deal in melee, how does this work with missiles (e.g., do all targets usually dodge the first arrow fired at them)?