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#1 |
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Join Date: Jun 2019
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For determining speed and order of action, I prefer to only count the DX adjustments for what a character is wearing (armor) carrying (encumbrance) or feeling (stunned, dazzled, roped, etc).
All other DX adjustments for facing, range, type of target, etc. only come into play on the roll to hit. I let these external things affect accuracy, but not speed. Strictly speaking that defies the RAW, but sure makes the game faster and easier to run. It also makes more sense in a number of situations.
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"I'm not arguing. I'm just explaining why I'm right." |
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#2 | |
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Join Date: May 2015
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I've been trying it more RAW lately. Some players seem to like the effects. But I think I still tend to prefer the way you described. Either way, there are some details to figure out. |
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#3 |
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Join Date: Aug 2004
Location: Sparks, NV
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That's the thing about DX/adjDX: It's not "dexterity", or not only that. It's "overall general effectiveness." It's your "roll to do anything" stat. And so everything ... almost everything ... effects it.
Last edited by BobP; 01-21-2020 at 01:08 PM. Reason: (extended idea) |
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#4 |
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Join Date: Aug 2004
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Suprised no one has posted a link to this yet:
https://tft.brainiac.com/pmwiki/pmwi....DXadjustments This article categorizes Dex modifies into general and targeting, with only the former being taken into consideration for adjDex. Basically, anything that is physically impeding the character in some way, like armor or a rope spell, is classified as 'general'. Anything else is a conditional modifier that's about the circumstances of a target (distance, cover, facing, etc.) and difficulty in hitting them, but aren't actually affecting the character physically. I run my games this way, and it speeds up play alot - unless a character is hurt or constrained, adjDex is basically just what's on the character sheet when accounting for armor. |
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#5 | |
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Join Date: May 2015
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