June 23rd, 2007

The Distant Future

(no subject)

After a couple of trial runs with Tri-Stat DX, I'm about to start running a super-hero campaign using said system.
The problem is, I still have some problems with Tri-Stat that I need to resolve before committing to a long campaign. Mainly, I just find the combat system clunky, counterintuitive, and awkward.
I posted about this a while back; I still don't like that attack and defense rolls aren't opposed. I don't even like that Defense rolls exist - it's one more roll than necessary to resolve an action. Furthermore, it's just couterintuitive - because rolls aren't opposed, a character who is good enough at defending is pretty much invulnerable to an attacking character regardless of how good that character is at attacking. This means that by twinking out you character and putting points into the right Attributes, you can make a character that's pretty much only hit on a critical.
So, I'm thinking about house-ruling.
Which sucks, because I don't like to house-rule in general, especially with a system that I'm not super familiar with. But trying to acquire and learn/ or even write another system is going to take time, etc.
Basically I want to incorporate the D20 combat task resolution system into Tri-Stat somehow. DCV should work as AC does in that it should be the "target number" that the attacker has to roll in order to hit. That eliminates the need for a Defense Roll (Defense is already taken into account by setting DCV as the target number) and makes the attack roll opposed with the Defender's DCV; That way, no matter how high DCV is, if the attacker's roll + ACV are good enough, the attacker can score a hit.
This, of course, means I'll also have to change how DCV (and possibly ACV) is calculated.

Any suggestions, thoughts on this, ideas, general ridicule, etc?

ToB Maneuver Rules clarification

In our D&D 3.5 gaming group, we were having a debate on whether this ToB: Book of 9 Swords maneuver would work vs. charms, compulsions or dominiation.

Iron Heart Surge says -
Your fighting spirit, dedication, and training allow you to overcome almost anything to defeat your enemies. When you use this maneuver, select one spell, effect or other condition currently affecting you and with a duration of 1 or more rounds. The effect ends immediately.

I say that the spirit and letter of the maneuver allows the PC to defeat charms, compulsions and/or dominiation, what say you?