Deleriad
Mongoose
Rurik said:I would use the modifiers on both attack rolls, if my modified chance to hit is 65, I would use a 65 for the second attack roll to. Remember there is no second roll for a failure, and no penalty for missing the second attack roll (if the defender misses his parry you still hit).
See, that's the problem. To a certain extent I'm coming at this from the perspective of teaching new players. With experienced players as part of a regular play group then you do whatever suits you best. But, if there is a hope to weed some people away from D20 then you get people who may be sceptical.
"I attack and hit!"
OK. I'm going to defend. Make your attack roll again and I'll make a parry. I miss.
"Damn I missed my attack as well! Um. What happens now?"
You didn't miss because I missed my parry
Obviously you would try to explain it better but all those extra rolls and extra confusion add up.
For example
"I attack. I'm 71%"
OK, you have +20 because of X and -10% because of Y. So you need 81.
"I roll 74. Um."
That's a hit. I'll try to dodge. Make your attack roll again.
"Um ok. My attack's 71%."
Don't forget to add the modifiers.
"Um. what were they again?"
Well there was X which was +20 and Y for -10 so you were +10. so that's 81
"OK. I roll 22!"
I make a dodge! 42%. I make it too.
"Damn. I hit you twice and you still dodged. What happens now?"
I've done a lot of demoing rpgs and that's how it would end up. When everything's new and you keep having to remember modifiers and you do something which looks like you have to re-roll attack then it's just too much.
It's fine for experienced players playing in their normal group but it will put off new players who may have seen nothing but d20.