How do you make a "Roll to defend" system as un-crunchy as possible? What systems are good examples?
How do you make a "Roll to defend" system as un-crunchy as possible? What systems are good examples?
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What does 'crunchy' mean?
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Munchy crunchy
Have to *crunch* too many numbers per action to determine success.
Hence crunchy.
Like when you have to roll more than 2 dice and add modifiers from more than 3 sources.
Most systems have a 'roll to hit' way of doing things.
Some of them are a 'roll against his attack' thing instead, but they all seem crunchy to me even if it seems like it would be fun mechanically. Eventually it would just take too long to be worth it.
Roll - Roll = Shift
Only the PCs ever roll. NPCs just have flat numbers.
You can do fun combat in Fate like this but you need to be imaginative. If you try to rely on intricacies of the dice system to make it fun you will be disappointed.
Most of the time "crunch" comes from too many situational modifiers, imo. If you have to re-evaluate what bonuses or maluses you get every time you attack that's what slows things down.
Would you consider GURPS roll-under-number system crunchy? Most combat actions are resolved with at most 3 rolls compared to a fixed number.
>Only the PCs ever roll. NPCs just have flat numbers.
This is by far the best solution, it reinforces the notion of player agency and does away with the random "punishing" of players by NPCs rolling crits.
Then numenera seems fine for that, you just roll 1 D20 and if it is higher than the opponents level, you defend
See