TyrannisUmbra wrote:The people the change would most affect are the people who don't need the change. Additionally... It's not three rolls, only two: The attack roll, and the parry roll.
Like I pointed out before, the people who use parry, as well as the majority of advanced combat techniques, tend not to be the people that need the game simplified. The people who most use them are the ones that are quick and on the ball, and combat goes extremely quickly with advanced combat actions flying around. There were parries going on in my most recent session without skipping a beat. As for the GMs, each GM I've seen in action is only tripped up when they don't fully understand the mechanics, and quickly get faster within the next few sessions -- something which is the same no matter what the mechanics are. The speed issue is an issue of "What is this, I've never seen it before," not an issue of "This is complicated and tedious."
I'm noticing a pattern of up-front dismissal, followed by anecdotes.
The thing with advanced combat actions as opposed to parrying is that they cost a lot of AP to perform and hence don't take up as much time as other, simpler actions.
The problem with parry is, which is what would be what's eating up time, is that it's a very cheap action, involving additional rolls for each attack the enemy performs, per enemy. That can turn into a
lot of rolls really fast.
-->In the last session your were fighting
one enemy. That's not a good pool of reference for how well the current parry works, because the whole problem with the current parry system is that it gets bogged down more rapidly, the more opponents are involved.
TyrannisUmbra wrote:Uhhh, what GMs do you play with that control player buffs and debuffs like that? The players themselves are the ones making notes on their sheets and changing values for every game I've ever seen or been a part of. With opposed roll parry, the players are the ones who need to know their own character's stats, since they're the ones making the opposed roll -- with attack penalty parry, the GM needs to know the players' stats (Or the players need to know the NPC's stats, which is another huge problem entirely, and one more likely to hold up the game), because the GM's the one controlling NPC rolls. Penalty-parry places the players' burden on the GM, whereas opposed-parry places it on the players, distributing responsibility. The players can simultaneously do their combat rolls while the GM does his, and that's pretty damn quick, since the players who are parrying in the first place are the players that don't need to be prompted on their rolls.
A GM shouldn't exclusively track his players by looking at their sheets whenever he needs to and rather have the important info jotted down just like he has with his NPCs.
TyrannisUmbra wrote:Armor class is a pretty terrible and broken mechanic. I've spent a LOT of my time with groups of people trying to design a way to replace AC with a less broken system entirely. People break AC on a daily basis, making unkillable characters. The idea of the rogue tank is the example of what is wrong with the system, and why it should not be used as a model for 'good gameplay'.
Armor Class is far from an optimal mechanic, yes. I realize that and that's why it's only loosely based on AC, using it as an example of a combat-centric system of defense doing away with superfluous parry rolls.
Yes, stacking bonuses ad nauseum breaks the game. That's not news. That's the kind of thing GMs crack down on and the kind of thing that responsible players just don't do.
TyrannisUmbra wrote:Also, the reason penalty-based combat is a bad thing is because it's inherently frustrating for the player. Rolling your dice and failing the attack because while you rolled high enough to hit by a good margin, something out of your control caused a penalty that means you miss. On the opposite end, someone rolls a high enough margin and it might as well have been pointless to even try to parry -- in fact, it feels like a complete waste because in that case, they wouldn't have ever been able to be parried in the first place. At least with the current mechanics, you always have the chance to succeed, even if it's small. The current dodge mechanics have the same problem: It feels absolutely terrible when you spend AP to dodge only to have it not matter, which happens a lot with that mechanic. I think out of all the times I've made use of the mechanic, one attack was within the range of the dodge penalty to become a miss. And even then it didn't feel good. The reaction was more like, "Finally, I guess once every 50 times is how often I can expect it to work!"
Rolling so high that it becomes pointless to parry is something that is an issue in the
current system, not the suggested revision.
Getting parried by an enemy that happened to roll high is the exact same as happening to roll within the 'parry-margin' on your attack and
both are entirely out of your control.
TyrannisUmbra wrote:When a major mechanic becomes a passive number, it stops being something a player can call 'theirs', instead becoming something detached, something that just 'happens' or just 'is'. Dice rolls are 'your' number, because you rolled it. The GM didn't roll it, it wasn't just a figure on your character sheet. Once that number is 'yours', that's when you start thinking things in terms of 'I' and 'me' instead of 'the game' and 'the enemies'. That's the point when a player gets enjoyment from combat. When they can proudly say, "I did that!" Not when they say, "My numbers did that."
Calling "Parry" a major mechanic is not something I can't agree on with you. It's a supplement to the melee and unarmed combat and not the best thing since sliced bread.
You can say
"I did that!" when you come up with a clever way to outmaneuver your enemy and stab him in the flank, rather than rolling better than him on your parry roll, which is 'just numbers'.
You can say
"I did that!" when you topple an enemy and stomp on his head.
You can say
"I did that!" when you buck an enemy into another enemy.
You
can't say "I did that!" when you happened to get a good parry roll, or your enemy happened to get a bad one. That's pure RNG. Pure luck.