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Rolls: All Opposed All the Time

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

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LostSoul

Quote from: Christmas ApeSo...like Heroquest?

Yeah, from the two times I played Heroquest, that's how I see it.

That is a cool game, by the way.
 

Christmas Ape

Quote from: LostSoulYeah, from the two times I played Heroquest, that's how I see it.

That is a cool game, by the way.
Oh yeah. I clutched it in my stump-fingered hands (:D) and did my "THIS is what I wanted!" dance.

I wouldn't say it changed the way I roleplay except for more than tripling the amount of Awesome I can fit in an evening.
Heroism is no more than a chapter in a tale of submission.
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droog

Active opposition of all rolls is cool in HQ. But as others have pointed out, it increases handling time for any given roll. It's also tricky to always come up with appropriate opposition.

So the secret is to make every roll count. Somebody asked about climbing a tree. Why would you make somebody roll to climb a tree? I've never fallen out of a tree or been unable to climb one since I was a kid, and I doubt I'm fitter than the average. So just let the character climb the tree already.

But if it was a magic tree, or the most difficult tree in the world, or if the character has to climb it in a matter of seconds , it's a good time to roll.
The past lives on in your front room
The poor still weak the rich still rule
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The books at home

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mythusmage

Quote from: BagpussBut does the tree appriciate it's increased participation?

Oaks not so much, they are a stodgy lot after all. Ponderosa Pines have a hidden playful side, and have to be watched so they do'n get caught up rolling the dice just to hear the clatter. (Ponderosas are also as dumb as rocks.) :)

In the case of obstacles and objects you would roll ahead of time. So obstacles and tasks do have set numbers, but the number is not the same across the board.

Droog,

Familiarity counts for a lot. Task resolution in any system is more for new situations than for anything else. With familiarity even a Difficulty 25 wall can become easy to climb, because you've learned how to climb it. Think of it as a very focus specialization.
Any one who thinks he knows America has never been to America.

warren

Quote from: Christmas ApeThe 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).
I'd agree with that assessment (and I like "Goal Resolution" as a name, too).

I'm a fan of opposed-all-the-time as well. The fact that you have to "look around" for sombody to provide the opposition roll is a feature, not a bug, for me. Can't find good opposition? It's unlikely to be an interesting situation, so why make them roll? Skip over the dull stuff and get to a place where you get the good opposition you need.

Example: "I want to climb the tree". Pretty dull, IMO. "I want to climb the tree to evade the Evil Baron's men"; you are rolling Climb vs. the Spot (or Track, or whatever) of the "Evil Baron's men", and the situation is much more interesting.
 

Reimdall

Quote from: mythusmageAnd that, in a nutshell, is the basic mechanic. Your feedback?

I love opposed rolls for human interaction.  It's the basic resolution mechanic we use in Epic RPG.  We've gotten a lot of feedback from folks that love how it includes them in combat, spell resolution, difficult social interactions, etc.  The roll is 2d10 + a skill modifier.

As for inanimate objects or other tasks that don't involve other intelligent creatures, we use difficulty levels similar to those in Risus (5=easy, 10=moderate, 20=formidable, etc.)

@ longer times/loads of rolling - actually, it's quick.  The dice are rolled, the numbers are right there, one of the two (or three or eight) is successful, and you move on.
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Blackthorne

The mechanic I think of is in ALTERNITY, the predecessor of D20. Instead of a static DC, it was D20 + modifiers/skill bonus and the DM rolled a set of difficulty dice and subtracted from the Player's result. 1d4 for a mundane task up to 3d20 for a near-impossible task.