Spyritwind
First Post
It seems this idea is more in the direction of Role Master; a pretty old and I believe dead game system. It was nick named Chart Master due to all the charts it used. In some regards it was the best RPG ever IMO, in other ways ... it was a bit rough; especially for new players. NEway ...
The amount of damage you did was tied up in your two hit roll. The 'better' you hit the more damage you did. The only second roll you would make would be if you had a critical hit. Each weapon had it's own chart (ala chartmaster) where you would cross reference your dice roll vs the armor type you were up agasint. Point being that each weapon did not do the same amount of damage. Getting hit with a two handed sword was worse than getting hit with a dagger.
It went further than that though. Certain weapons faired better than others vs certain armor types.
Armor type (there were 20 total) also effected how often you were hit as well as how bad the hits were. Characters in that system typically ended up with about 120-150 hit points. Some one in full plate would be easy to 'hit' but it was usually only for a few points and getting a good critical hit on them was very difficult. Some one in light armor was more difficult to hit, but when they did get smacked it started to hurt pretty fast.
With damage being built in to the two hit roll the default deflection AC system automatically becomes DR as well. Not only do you not get hit as often, but it wont hurt as much when you do.
The amount of damage you did was tied up in your two hit roll. The 'better' you hit the more damage you did. The only second roll you would make would be if you had a critical hit. Each weapon had it's own chart (ala chartmaster) where you would cross reference your dice roll vs the armor type you were up agasint. Point being that each weapon did not do the same amount of damage. Getting hit with a two handed sword was worse than getting hit with a dagger.
It went further than that though. Certain weapons faired better than others vs certain armor types.
Armor type (there were 20 total) also effected how often you were hit as well as how bad the hits were. Characters in that system typically ended up with about 120-150 hit points. Some one in full plate would be easy to 'hit' but it was usually only for a few points and getting a good critical hit on them was very difficult. Some one in light armor was more difficult to hit, but when they did get smacked it started to hurt pretty fast.
With damage being built in to the two hit roll the default deflection AC system automatically becomes DR as well. Not only do you not get hit as often, but it wont hurt as much when you do.