tag:blogger.com,1999:blog-949107149688949585.post7024530536051706340..comments2024-03-21T02:29:59.562-07:00Comments on The Border Princes: Player-Facing InitiativeUnknownnoreply@blogger.comBlogger4125tag:blogger.com,1999:blog-949107149688949585.post-40793258902905412142019-01-23T00:13:31.146-08:002019-01-23T00:13:31.146-08:00WORLD NEWS TODAY
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...<br /><a href="http://www.worldvew.com/category/world-news-today/" rel="nofollow">WORLD NEWS TODAY</a><br /><br /><a href="http://www.worldvew.com/category/european-health-insurance-card/" rel="nofollow">EUROPEAN HEALTH INSURANCE CARD</a><br /><br /><a href="http://www.worldvew.com/" rel="nofollow">WORLD NEWS TODAY</a>Compare Electric Rateshttps://www.blogger.com/profile/06811260034015190682noreply@blogger.comtag:blogger.com,1999:blog-949107149688949585.post-85528844643803169572012-04-17T14:07:44.956-07:002012-04-17T14:07:44.956-07:00I didn't make them roll there own damage. That...I didn't make them roll there own damage. That just seemed mean. Also, I -never- told them the number they needed to roll. Often, I didn't even look up (or decide) what it should be because if they rolled really well or really bad I didn't need to bother to calculate the actual number in the first place. Anything to save precious brain power. Gotta stay one step ahead.Hedgehobbithttps://www.blogger.com/profile/17606283586332210195noreply@blogger.comtag:blogger.com,1999:blog-949107149688949585.post-73524219761086484772012-04-17T13:22:30.682-07:002012-04-17T13:22:30.682-07:00I like the idea of making players roll to dodge hi...I like the idea of making players roll to dodge hits, and then roll their own damage as well. With both this and with the alternate initiative, you are taking dice rolls that are vague and poorly defined (from the player perspective) and turning them into concrete goals for the players. Instead of "everyone roll initiative, you want to roll high", you get "roll your initiative - if you don't get a 13 or higher, the Android will toast the princess!" and instead of the referee rattling dice behind the screen and telling you that your character is dead, you get "if you don't roll a 16, you'll take 2d6 damage from his claws!" Clear goals and clear risks. And plus, rolling your old defense reminds me of that line from "Beyond the Black River" by R.E. Howard:<br /><br />“How did you get away?” he asked presently. Conan tapped his mail-shirt and helmet. “If more borderers would wear harness there’d be fewer skulls hanging on the altar-huts.”Ehttps://www.blogger.com/profile/15733848423065917887noreply@blogger.comtag:blogger.com,1999:blog-949107149688949585.post-7702725931122849632012-04-17T10:27:55.258-07:002012-04-17T10:27:55.258-07:00Why even roll Init for monsters? Just have the pla...Why even roll Init for monsters? Just have the players roll their Init and decide if it is enough. Or, if you wish, replace the "Init -2" entry with "Init 8" and have it be a set DC the players need to beat. <br /><br />Also, one of the things I did in 3e was make the players roll all the dice. So instead of having them sit there taking hits, they made a dodge roll to avoid monster attacks. It was easy to convert (monster att of +1 became a DC 13 and PC AC of 13 became +3). This really helped keep the players guessing as to the power the monster's had and made it so that anytime they got hit it was their own fault (since they rolled low). While mechanically identical, it changed the feel of the game and, since I didn't have to roll dice, helped speed up the game. <br /><br />I think you could do an identical thing with DCC since it's based on 3e.Hedgehobbithttps://www.blogger.com/profile/17606283586332210195noreply@blogger.com