ElPsyCongroo
Explorer
I found myself really appreciating both systems but wondered if there could be a reasonable combining of the two...
AC remains an exceptionally graceful catch all for determining a Successful Hit, and Bounded Accuracy ensures (more or less) a level of combat effectiveness.
However what I find less elegant is the old punching bag, Hit Points. They're ungainly pools of abstraction... imo.
Thats when I stumbled upon the Toughness and Wounds System of Savage Worlds. A suprisingly ideal metric for the severity of damage! With a "Raise" scoring another Wound, or in the case of the To Hit roll add a d6 to the Damage Roll. Its Brutal, simple and easy to scale. Ideal for gritty settings.
A PC's/NPC's/Monster's Wound total could be determined by Max HD/2 and Toughness could be calculated by Con/2. With every increment of damage rolled that = Toughness resulting in another wound dealt.
AC remains an exceptionally graceful catch all for determining a Successful Hit, and Bounded Accuracy ensures (more or less) a level of combat effectiveness.
However what I find less elegant is the old punching bag, Hit Points. They're ungainly pools of abstraction... imo.
Thats when I stumbled upon the Toughness and Wounds System of Savage Worlds. A suprisingly ideal metric for the severity of damage! With a "Raise" scoring another Wound, or in the case of the To Hit roll add a d6 to the Damage Roll. Its Brutal, simple and easy to scale. Ideal for gritty settings.
A PC's/NPC's/Monster's Wound total could be determined by Max HD/2 and Toughness could be calculated by Con/2. With every increment of damage rolled that = Toughness resulting in another wound dealt.