To Hit rolls are binary, you hit or you do not. Yes you might have critical hits and fumbles but there is a lot of wiggle-room there that nearly every game just discards. Rolling a 19 and adding all bonuses resulting in hitting easily is no different than getting the exact number required to hit. So I was wondering how practical it would be to take that number (the amount above required to hit) and add that to the weapon damage.
This might be lethal at low level, but then DCs and ACs should make it harder to hit and thus there will be less overflow to add to damage.
I also think it would work particularly well in any game that uses Armor Points that absorb damage instead of AC.
Okay, its a bit of extra math but hardly difficult math. Also if you went with straight weapon damage instead of a roll you could reduce things to a single roll.
Hello, that's close to the First Legends system developed in France around 1985. It works fine and, as you predict here, it works with damage absorption. But it also includes a parry margin.
ReplyDeleteI did a recap at https://weaver.skepti.ch/20210524.html?f=ru&t=First_Legends_Combat
I'd never heard of that game. Interesting they used the same idea for parries. I hadn't thought of that. Thanks for the info.
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