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Rolls: All Opposed All the Time

Started by mythusmage, September 13, 2006, 04:34:20 PM

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mythusmage

This is for my own d20 variant. Basically, all actions are opposed actions. That is, the reactor gets to roll to see if he thwarts the actor's action.

Both parties roll a d20. They then add or subtract, as appropriate, any modifiers. If the actor's modified roll is higher than the reactor's, he succeeds. If the reactor's roll is equal to or higher than the actor's, he succeeds. In those cases where the reactor is an object of some sort, then the Moderator would roll ahead of time.

Example: A thief is trying to pick a lock. The man who made the lock had five ranks in lock-making, and no other modifiers. The thief has four ranks in lock picking, and no other modifiers. The moderator rolled for the lock before the session and got a total of 16 (11+5). The thief's player must roll one better, or a 17 to pick the lock.

And that, in a nutshell, is the basic mechanic. Your feedback?
Any one who thinks he knows America has never been to America.

beejazz

Quote from: mythusmageThis is for my own d20 variant. Basically, all actions are opposed actions. That is, the reactor gets to roll to see if he thwarts the actor's action.

Both parties roll a d20. They then add or subtract, as appropriate, any modifiers. If the actor's modified roll is higher than the reactor's, he succeeds. If the reactor's roll is equal to or higher than the actor's, he succeeds. In those cases where the reactor is an object of some sort, then the Moderator would roll ahead of time.

Example: A thief is trying to pick a lock. The man who made the lock had five ranks in lock-making, and no other modifiers. The thief has four ranks in lock picking, and no other modifiers. The moderator rolled for the lock before the session and got a total of 16 (11+5). The thief's player must roll one better, or a 17 to pick the lock.

And that, in a nutshell, is the basic mechanic. Your feedback?

Take forever to do anything?
Ever?

Bagpuss

Seems a lot of extra rolls for very little return, why not assume the lockmaker took 10 on most locks and 20 on the really good locks?

So do you roll on the builder's Craft (Bricklaying) for the wall the rogue wants to climb as well?
 

Blackleaf

Looks good, but for some objects / situations I'd consider just presenting the number rather than always rolling it (eg. the lock from your example could just be a set # rather than a rolled #).  If it's a GM'd game that lets you make sure there's always a chance the players can succeed at a roll you want them to have a chance at -- whereas sometimes opposed rolls mean the player has NO chance of beating it with their own roll.

Edit:  Didn't see the "d20 Variant" -- I agree with the previous 2 posts, d20 outlines what I said a bit more eloquently. ;-)

Bagpuss

I think that's related to one of D&D initial design concepts that the more random things get the more likely it is to be to the players disadvantage.
 

Gabriel

Quote from: mythusmageThis is for my own d20 variant. Basically, all actions are opposed actions. That is, the reactor gets to roll to see if he thwarts the actor's action.

Both parties roll a d20. They then add or subtract, as appropriate, any modifiers. If the actor's modified roll is higher than the reactor's, he succeeds. If the reactor's roll is equal to or higher than the actor's, he succeeds. In those cases where the reactor is an object of some sort, then the Moderator would roll ahead of time.

Example: A thief is trying to pick a lock. The man who made the lock had five ranks in lock-making, and no other modifiers. The thief has four ranks in lock picking, and no other modifiers. The moderator rolled for the lock before the session and got a total of 16 (11+5). The thief's player must roll one better, or a 17 to pick the lock.

And that, in a nutshell, is the basic mechanic. Your feedback?

Technically, this is how the original incarnation of Interlock in Mekton II worked.  Every difficulty number also had a random component.

It works fine if that's what you want.  It's a lot of rolls, though.

Nicephorus

As others said, lots of rolls.

It also doubles the variability, making skill levels less important in a sense.  Instead of one roll that could be really high or low, you have two, so it dominates the outcome more.

One good thing about opposed rolls for some things is it gives both sides the sense that they are active participants.  If for AC, you have mods +D20 rather than mods +10, the defender feels like their roll is part of defending themselves.  It's partly an illusion as you just as easily have one person roll both dice and roll a die isn't the same as pick a tactic or anything, but that illusion can keep players more involved in the game instead of just ticking of hitpoints when they're not attacking.

zamiel

So, if I wanna climb a tree, who gets the opposed roll?
-Zam
 

JamesV

Quote from: zamielSo, if I wanna climb a tree, who gets the opposed roll?
-Zam

QuoteIn those cases where the reactor is an object of some sort, then the Moderator would roll ahead of time.

Sounds kinda weird and really random. Frex, what if a guy really wanted to climb a tree and the moderator rolls a one a head of time? I mean, it could give flavor to the moment (a tree with lots of branches and handholds), but it seems to add up to a lot of rolling.
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Mcrow

Quote from: zamielSo, if I wanna climb a tree, who gets the opposed roll?
-Zam

all trees are Ents!:D

John Morrow

Quote from: mythusmageThis is for my own d20 variant. Basically, all actions are opposed actions. That is, the reactor gets to roll to see if he thwarts the actor's action.

How does this work with three or more characters interacting?
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mythusmage

Quote from: John MorrowHow does this work with three or more characters interacting?

Use an Aid Other rule. :) Or, when two parties are cooperating, use the average of the two rolls. Helps highlight those helpers who are no help. :D

I devised the mechanic so the players would be involved at all times. Participation in all aspects helps build and maintain interest.

Now note that the die rolling is - or should be - simultaneous. No taking any number, not an option.

Whereto things such as rocks and plants; since they vary in how they come about, how they grow in the case of plants, then you roll for how easy (so to speak) they are to deal with. With certain types of rocks and plants being harder or easier to deal with. For example, being a rather soft variety sandstone in San Diego County is very easy to tunnel through (-10 on the resistence check), but very difficult to shore up (+20 on the bracing check).

Yes, it means more die rolling, but I think the increased participation in events is worth it.
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LostSoul

I used to do a lot of this in Star Wars d6.  I rarely used the set Difficulties.

What happens when there are more than two characters involved?  The highest roll wins.  I don't see the trouble with that.

More dice rolling?  Maybe.  But I've found it easier to just roll instead of looking up the "target number" in the book.  Makes things go by quicker.

Rolling against a hill?  Pretty simple.  Two options here:

1) You decide how difficult the hill is to climb: basically, it has a skill like "Unclimable".  Roll that.

2) You decide what the character actually wants to get, and if there's some other character who opposes that, roll his skill.  So if Roger the Ranger wants to climb the hill in order to get a good view of the orc encampment, you might roll Roger's Climb vs. the orc leader's Survival.  (D&D here.)  Failure means that Roger didn't get a good look at the orc encampment, not that he didn't climb the hill (necessarily).
 

Christmas Ape

Quote from: LostSoulRolling against a hill?  Pretty simple.  Two options here:

1) You decide how difficult the hill is to climb: basically, it has a skill like "Unclimable".  Roll that.

2) You decide what the character actually wants to get, and if there's some other character who opposes that, roll his skill.  So if Roger the Ranger wants to climb the hill in order to get a good view of the orc encampment, you might roll Roger's Climb vs. the orc leader's Survival.  (D&D here.)  Failure means that Roger didn't get a good look at the orc encampment, not that he didn't climb the hill (necessarily).
So...like Heroquest?

I'm not trying to be cute, both of those are perfectly valid default options for Heroquest; either the obstacle has a skill to resist the hero's efforts, or there's another character whose efforts (in, say, hiding his camp from viewers on high ground) the hero must overcome. The second one is pretty much how my brain parses the idea of Conflict Resolution anyway (though I call it Goal Resolution in my hand-outs to avoid frightening the locals).
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Bagpuss

Quote from: mythusmageYes, it means more die rolling, but I think the increased participation in events is worth it.

But does the tree appriciate it's increased participation?