This flaw is one that is pervasive in a vast number of turn based games. One your turn you do things, and then you sit back and wait till your turn rolls around again. Sometimes this can take awhile too. You roll your attack and other actions, then wait as people do things to you against static defense numbers. Saving throws are the one exception.
And Saving Throws had it right. I believe it was Arneson who once said he thought players should roll saving throws because it gave them a sense of control over their characters destiny. Dice rolling adds ownership and forces involvement.
In Piecemeal you have defensive rolls. Now the tactics of what type of defense you are using (none, blocking, dodging, parrying) are different "risk V reward" mechanisms and can be explained in detail in the next blog post. In this case the mechanics basically work as thus.
The attack roll is a modifier + d20, then the defender must roll a modifier +d20 to evade or otherwise stop the blow from doing damage. This is different from rolling against a static number.
Why is this good? It gives players something to do when its not their turn. It makes them as responsible for whether or not they are hit as the attacker. Sure if may still just be a die roll, but if who rolled the dice didn't matter people wouldn't mind just handing them over to the GM.
Having things to do when its not your turn is a key element in keeping people engaged.
Warrior of the Steppes
5 hours ago