Post by gatalis on Jul 4, 2012 13:03:53 GMT -5
So I'm not sure about anyone else, but I personally love dice fighting. It lets me fight lower leveled players in a way where they have a better chance of winning or comming out near-even, and it also encourages productive methods to go about beating one's opponent.
I'm curious about the methods that others use to roll the dice though and how they vary and differ. Typically I'll use the following methods:
Dexterity (with finesse) or Strength for melee.
If using Dexterity and unarmed and/or using an impractical tiny weapon (shard of glass, pen, etc.), then Strength to see how bad it hurts them, otherwise ignore a strength check.
Dexterity or Wisdom (with Zen) for ranged weapons
Then Dexterity or Wisdom (if with monk levels) to dodge the attack.
Strength can be substituted in place of dexterity to deflect a blow if in melee combat, but only if the blow hasn't been deflected yet.
And then if hit, Constitution vs...
The Previous Strength roll if in melee
The previous Dexterity roll if in ranged or a dexer using a weapon other than fists.
The reason I like dexers to roll strength with things like their fists, is because it seems to be like the "quick punches" in boxing. Not necesarily causing a lot of damage, but over time they get to you. I think monks wouldn't have to roll Strength to double check, but someone who isn't a prfessional hand-to-hand specialist likely would.
There's also the question of "when has your character failed enough times?"
I usually go with one of these systems:
When you feel your character would fall, and/or when you roll a 1 on constitution (or the enemy rolls a 20 vs. your constitution). NOTE: This system requires you to play nice OOCly and help define when "enough is enough." Your character nor the other character are invincible.
Use a three strike rule, fail three times and its a knockout/unconsciousness. (I usually only like this one if it's in a non-lethal sparr due to how quick it is to fall.)
Take your character level, divide it by 4 (round up), and then add your constitution modifier. That number is how many constitution checks you can fail before falling. I.E. A level 6 with a Con modifier of 2 can fail 4 constitution checks without being defeated, while a level 1 with a con modifier of -1 would go down the moment they failed a CON check. (makes for longer combat, but IMO my preferred system.)
Of course this is just my suggested system. I'm curious about what others use!
I'm curious about the methods that others use to roll the dice though and how they vary and differ. Typically I'll use the following methods:
Dexterity (with finesse) or Strength for melee.
If using Dexterity and unarmed and/or using an impractical tiny weapon (shard of glass, pen, etc.), then Strength to see how bad it hurts them, otherwise ignore a strength check.
Dexterity or Wisdom (with Zen) for ranged weapons
Then Dexterity or Wisdom (if with monk levels) to dodge the attack.
Strength can be substituted in place of dexterity to deflect a blow if in melee combat, but only if the blow hasn't been deflected yet.
And then if hit, Constitution vs...
The Previous Strength roll if in melee
The previous Dexterity roll if in ranged or a dexer using a weapon other than fists.
The reason I like dexers to roll strength with things like their fists, is because it seems to be like the "quick punches" in boxing. Not necesarily causing a lot of damage, but over time they get to you. I think monks wouldn't have to roll Strength to double check, but someone who isn't a prfessional hand-to-hand specialist likely would.
There's also the question of "when has your character failed enough times?"
I usually go with one of these systems:
When you feel your character would fall, and/or when you roll a 1 on constitution (or the enemy rolls a 20 vs. your constitution). NOTE: This system requires you to play nice OOCly and help define when "enough is enough." Your character nor the other character are invincible.
Use a three strike rule, fail three times and its a knockout/unconsciousness. (I usually only like this one if it's in a non-lethal sparr due to how quick it is to fall.)
Take your character level, divide it by 4 (round up), and then add your constitution modifier. That number is how many constitution checks you can fail before falling. I.E. A level 6 with a Con modifier of 2 can fail 4 constitution checks without being defeated, while a level 1 with a con modifier of -1 would go down the moment they failed a CON check. (makes for longer combat, but IMO my preferred system.)
Of course this is just my suggested system. I'm curious about what others use!