Opposed Combat Rolls?
Posted: Fri Jul 04, 2008 12:58 pm
Has anyone created an "opposed" combat mechanic, instead of using pools.
I know the designer (Dan Cross) mentioned some of the pitfalls to this approach, but our group can see some potential advantages as well:
- No defense pools to keep track of, or refresh.
- Unlike pools, where the defender is on the ‘top of his game’ against the first few strikes, this opposed approach is random each round (can have lucky hits, or lucky defenses).
- May keep narrative approach if different defense Ability dice chains were used.
- (Disadvantage) More dice rolling.
- (Disadvantage) Combat could go on for a long time between evenly matched opponents.
Our group would really like to hear from anyone if they have tried such an approach (including failed drafts from the original designers).
I know the designer (Dan Cross) mentioned some of the pitfalls to this approach, but our group can see some potential advantages as well:
- No defense pools to keep track of, or refresh.
- Unlike pools, where the defender is on the ‘top of his game’ against the first few strikes, this opposed approach is random each round (can have lucky hits, or lucky defenses).
- May keep narrative approach if different defense Ability dice chains were used.
- (Disadvantage) More dice rolling.
- (Disadvantage) Combat could go on for a long time between evenly matched opponents.
Our group would really like to hear from anyone if they have tried such an approach (including failed drafts from the original designers).