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Sotiris wrote:The "Pass/Fail way" sounds flat for my taste..i recognise that it adds more tactics but i can't enjoy it without suspense.
Sotiris wrote:I prefer the critical hits of the Old way dice and the hero's agony of "when is best to drink this potion, now or later?"
The "Pass/Fail way" sounds flat for my taste..i recognise that it adds more tactics but i can't enjoy it without suspense.
chaoticprime wrote:Have you played Pass/Fail to obtain this preference?
Sotiris wrote:chaoticprime wrote:Have you played Pass/Fail to obtain this preference?
My experience is enough to take this preference.
I would use it only as a special rule for some Chaos Warriors in quests like "The Lost Wizard" or "The Warrior Halls" and for weaponless heroes, as kk said. Not permanently.
chaoticprime wrote:Damage, rules-as-written, has it so that BP damage is equal to the Difference (if any) between an attack roll and a defense roll.
Pass/Fail means that all attack rolls can only ever inflict 1 BP of damage (unless altered by potions/magic/etc), but only if there's a difference greater than zero after a resultant defense roll.
Old Way
Attack Result: 3 Skulls
Defense Result: 1 Black Shield
Result: Difference of 2 Body Points
Pass/Fail Way
Attack Result: 3 Skulls
Defense Result: 1 Black Shield
Result: Pass--attack was successful; monster takes 1 BP damage.
or
Attack Result: 1 Skull
Defend Result: 3 Black Shields
Result: Fail--attack missed; monster takes no damage.
The amount of dice rolled reflects only accuracy, not accuracy and damage both. You'll find that it prevents sudden upsets (like when a crossbowman one-shots a Gargoyle), makes battles slightly more tactical, and makes the Wizard a lot more dangerous. It also requires no written changes--most enemies only have one hit-point. It makes stronger enemies seem actually stronger. It also motivates players to hack apart 1 BP monsters first because they die quickly but are still capable of whittling away at a party if left alone.
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