Saeviomagy
Adventurer
Saeviomagy, kermel, are you guys arguing about another system from another board in this thread? Albeit I will agree that the system seems is similar. Do you care to comment on the thread at hand? Considering you guys have thought about your other system I would like to here what you think of this one.
I think your system could work... ok. Personally I think you lose a lot by having no variation at all in attack rolls, and perhaps some should be allowed?
Not doing so really devalues some powers, while fixing attack rolls heavily boosts others.
You already allow CA, you allow cover/concealment. Why not pick out the weapons that are accurate and give them a +1 to hit? And then give weapon attacks vs AC a +2? That means that (for instance) rogues will actually work (currently they're heavily limited to accurate weapons, at least for melee, so denying any bonus heavily penalises them). Converting to damage per [w] doesn't really work, because how many [w] a classes powers do is wildly variable.
(oh, and there IS at least one implement vs AC power in existence, but I'm at a loss to recall which one it is).
As for the shield issue: simply say they give cover and lose the distinction between heavy and light shields. Is the distinction really adding all that much to the game?
Plate mail could be changed to, say, 1 dr. It makes it special and unique, but isn't going to break anything.