Monday, December 7, 2015

Attacking Interlude

So...I was going to talk about armor (followed by hit points), but I felt I needed to talk about attack rolls first since that is the most direct relation to Defense totals and I want to work that out in my brain gunk before playing around with hit points.

OK. So, if I'm settling on a Defense rating formula of:

10 + Combat Skill + Shield + Misc

Thus basing your ability to defend yourself completely on your combat training. If we continue on this route, then it stands to reason that your ability to hit should only be based on your combat training. Making an attack formula of:

d20 + Combat Skill + Misc

This has a couple of advantages over adding ability scores to either formula.
  • It keeps the number of variables in the formulas lower, which means less to keep track of.
    • This has the extra effect of keeping the numbers a little lower overall as well
  • It removes the illusion that to be combat effective you must have high attribute scores
  • It relegates attribute scores to skill checks mostly, rather than combat effectiveness
  • It puts all the rolls of the game more in line as far as the things you add together.
    • Combat = d20 + CS + Misc
    • Skill = d20 + Ability mod + Misc
I guess, the best way to think about this would be that your Combat Skill is an extra Ability Score that goes up as you level up.

That's not a bad way of looking at it. (remember, most of these rules ideas are "thinking out loud", so I'm mostly running with various ideas to see where they take me)

It also keeps inline with original D&D. Not that it makes it a better rule, it's just something to point out.

Note; I plan on keeping ability score bonuses to damage rolls to compensate for armor. It also nicely keeps with the roll + main bonus + miscellaneous formula that's going on.

Speaking of damage, I'll cover that now for completion's sake. The formula is basically unchanged.

Damage Die + Ability Modifier + Misc

Technically there's one more step to dealing damage. Reducing the damage by the target's armor rating. There is ALWAYS a minimum of 1 damage dealt on a successful attack roll. This is representing that, even though your armor took the brunt of the damage, you still are being fatigued and such from the successful strike.

Figure Strength modifier for melee and thrown weapons within short range (possibly all ranges for ease of play) and Perception for missile weapons.

Perception? Whaaaat? Yeah. Perception. I'll get into that when I go over Ability scores...probably after talking about hit points.

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